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Post by slave2gaming on Mar 30, 2017 22:07:22 GMT
Gday Guys,
So, continuing the discussions that Mr Morgan and I were having, we discussed the Jump packs and Infantry with Flamers.
Here's our rough ideas, open for discussion (please feel free to join in):
Rocket packs (Mad Morgan) - First, only 1 use per game. During their first movement phase, they can travel 10" in any direction, over any non-tripod unit and any terrain. At any point in that movement, they may fire on non-tripod targets below their arc. Upon landing, they count as using their fire phase. Note that they may hold fire until the normal grounded fire phase. They have no 2nd movement phase after a 'rocket' phase, as they're busy trying to orient and discarding the rocket packs. The next turn, they are treated as normal infantry (with what ever weapon they carry (flamer/rifle etc.). As an optional limitation, they have only pistols at that point and may assault with grenades.
Against tripods, there is a different effect. I'm projecting a 40 foot top to they rocket height. So, they go toe-to-eye piece with the tripods and fire their flamethrower or use grenades (+2 Assault). Unfortunately, this a Forlorn Hope assault; remove them after results of the attack.
(My thoughts) – Id thought of something simple, they would be just like infantry, but the pack removes movement penalties and adds +4” to normal movement. Basically they become a fast moving unit.
I did have a thought after we had talked, expanding on the 1 use per game idea that Morgan had, what about the idea that you get the first jump as a guaranteed, then you had to roll for each subsequent jump. You'd have a base number and add the number of jumps, then roll over this number (ie: base # of 7 + 2 previous jumps = roll over 9).
Flamethrower/Infantry (Mad Morgan) - R 10" +4 P RF 1 Spec: hits d3 (1-3=1 4-6=2 7-9=3 10=Explosion). Explosion destroys team and does a Barrage 1 AoE with +4 Power . This was my design for German infantry who are the only Blue Moon WW1 infantry with a flame thrower.
(My thoughts) - My only extra thoughts on this were similar to the jump pack, a limited (random) number of uses.
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Post by boxholder on Mar 31, 2017 11:56:39 GMT
I like the random functioning idea for the rocket packs, But, I have some reservations about the record-keeping needed for the random function. I suspect that players may be reluctant to use more than the one one "sure thing" flight.
Explosions of high tech options are good for adding tension. Balance risk with payoff.
The Forlorn Hope attack is great! Rocket fliers emerging from an infantry unit will give Marvin a case of the heebee jeebies. Besides, it is a great visual.
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Post by Burt on Mar 31, 2017 15:15:40 GMT
I like the idea of a 1 time use. The idea is that the fuel is then spent.
The rocket men from Pulp Figures also use a system where the rockets are unreliable and require a successful die roll to activate. Rolling 1 requires a separate damage roll featuring reactions like "uncontrolled burn" which blasts the fig in a random direction, or catastrophic explosion, etc. After all, they're basically carrying a massive bomb on their backs. Of course, this takes a special kind of crazy, so such troops feature an abnormally high morale rating.
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Post by madmorgan on Apr 3, 2017 8:19:04 GMT
Yes, I was inspired somewhat by the Pulp Figures idea; you can visualize any type of mayhem from a rolled natural "10". The idea that the troops appear from within a normal unit is a good one - reminds me of those wonderful Goblins with the whirling spiked balls. I originally thought that the rocket men were a separate unit, but, having them part of a regular unit, like the Forlorn Hope, makes more sense. So add to the unit stats - Special: + 30 points, secreted in unit, 1 use per game either as a 10".... or as Forlorn Hope against tripods. We're close to a complete stat line for this wonderful British addition. Maybe next time. Tally Ho!
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