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Post by madmorgan on Apr 21, 2016 17:08:54 GMT
Part 1 covers pages 1 to 48 in the AD rulebook. Please submit changes to the rules for those pages only at this time. I'll leave it open for sometime in order to get as many folks as possible to contribute. An example of this would be a change to the base Turn and Phases (pages 36-48). Don't forget to include changes to the pdf as well.
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Post by mikedski on Apr 22, 2016 1:16:06 GMT
page 37 - Initiative Modifiers Chart:
Change: 1) Each enemy unit tripod with base armor 10 or less destroyed in previous turn ........ +1 2) Each unit tripod with base armor 11 or greater in previous turn.......... +2
1) explanation. lobos and drones (units) should not count for initiative bonus.
2) The previous explanation of the initiative bonus was 1) a destroyed tripod of any sort was worth +1 bonus 2) if an assault tripod with armor 11 was destroyed in a single turn than an additional +1 was awarded, so total +2 destroyed in a single turn. 3) However, if an assault tripod was damage but not destroyed with armor reduced to less than 11 but then destroyed in a subsequent turn than only the +1 bonus. To me this was not well written and I did not understand why the bonus should change depending on when a tripod was destroyed.
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Post by mikedski on Apr 22, 2016 1:28:26 GMT
page 43 - vehicle machine guns
change
If a tank or other vehicle unit has machine guns in additions to other weapons, including advanced machine guns such as Vickers Gun, then you can shoot with the machine guns or other weapons. You cannot shoot with both weapons.
If an American tank or other vehicle unit has machine guns in additions to other weapons then it can shoot its machine guns and other weapons concurrently. However, the tank or other vehicle cannot move in the second movement phase. This represents additional crewman (steerman, coal stoker) needing to man the machineguns at the expense of moving.
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Post by mikedski on Apr 22, 2016 1:43:31 GMT
page 44 Commanders
Command units can step in to save a unit that has failed a morale check by using their rally rule. This allows units within 6" to retake the test. ADD: Command units can also attempt to rally any routed units within 6" prior to the human player's 1st movement phase.
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Post by mikedski on Apr 22, 2016 1:49:07 GMT
page 47 Shooting into an assault.
If you shoot into an assault, then you must also roll to hit each friendly fighting unit that you draw a line of site through or over. Roll to hit the friendly unit exactly as it were the target, with the same number of dice when shooting at the target itself.
Change: 1) Roll to hit the enemy unit as normal. 2) Any shots that miss the intended target are now rolled using the friendly units as the unintended targets.
For example; A tripod is under assault by an doughboy unit. An HMG unit fires with a total 9 shots through the assault at the tripod. 5 shots hit the tripod and are resolved per the combat rules. The four shots that missed are then re-rolled with the doughboy unit as the new (unintended) target with any appropriate terrain modifiers and resolved per normal combat rules.
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Post by mikedski on Apr 22, 2016 2:14:21 GMT
page 48
Tripod Damage Resolution Table
10+ The tripod is destroyed in a spectacular fashion! If there are any other units within 6" of the destroyed tripod, from either side, these are all caught in the explosion. Each unit suffers 3 hits with a power level of +2. Work out the results of this attack immediately. CHANGE: Each element of a unit or a single machine caught in a blast suffers a single automatic hit of power level of +2. Even if only one element of a unit is within the 6 inch blast radius then all elements of the unit will still suffer an automatic hit regardless of the distance.
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Post by madmorgan on Apr 22, 2016 10:10:36 GMT
Great start on changes ty!
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Post by terrance on Apr 22, 2016 18:42:37 GMT
Good suggestions mikedski.
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Post by mikedski on Apr 28, 2016 10:00:07 GMT
(Cue crickets chirping). No other comments?
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Post by madmorgan on Apr 28, 2016 11:27:58 GMT
I think we're kinda on a quiet time about rules, etc. I'm sure things will pick up as we move through the AD rulebook. I need to left the entire alternating and other turn sequence threads to this one. I particularly like your alternating phase system as shown in you various AARs.
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Post by mikedski on Apr 28, 2016 11:41:44 GMT
I think we're kinda on a quiet time about rules, etc. I'm sure things will pick up as we move through the AD rulebook. I need to left the entire alternating and other turn sequence threads to this one. I particularly like your alternating phase system as shown in you various AARs. You can but the only issue with alternating sequence is the down stream effects on other rules like assaults as well as dynamics of play. I think it is a good alternate way to play but a major revision. I would put it as a special optional rule or advanced rule for those wanting to experiment but not a rewrite of the basic rules.
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Post by madmorgan on Apr 28, 2016 11:45:43 GMT
Okay - then its perfect for the "Optional" thread.
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Post by madmorgan on May 1, 2016 9:32:01 GMT
Okay, unlike the 'corrections' list, I'm leaving this open and going to the next "chapter" of changes. Feel free to continue to list changes to the Changes Part 1
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Post by phgamer on May 2, 2016 10:37:46 GMT
I think more clarifications are required on what constitutes a valid visible target.
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