Post by osiris on Sept 21, 2015 17:26:38 GMT -5
Flamethrowers: I think most are in agreement that flamethrowers need to be tamed down. I think right now, one of the easiest ways to do this is to remove the 'test morale to auto-destroy' from them, but otherwise leave them as is. Many people on the warlord forum propose similar or even more extreme reductions in effectiveness for these weapons.
Pin Markers: do not reduce the "to hit" of a unit by 1 per pin marker, instead, simply give a flat -1 to hit to a unit that is firing when it still has ANY number of pin markers on it. this still makes a pinned unit MUCH less effective (at least 12.5%) when it is shooting. and that's IF you can get them to pass their order check...
Open Topped Armour personnel Carriers: any non-soft sided transport should have the same rule as the fully armoured vehicles: Inexperienced still get pin markers when anything hits them, Veterans only get pins when something hits them that can penetrate their armour (basically any heavy weapon as most seem to be armour 7) and regulars can ignore small arms fire (like veterans) on a d6 roll of 4+
Germany Special Rule addition: the 'Blitzkreig' rule: German Airstrikes do not cause pin markers to nearby Friendly German Units and Germans do not have to roll to hold back their flak from their own planes, they are use to using these coordinated tactics. As an alternative, a german player may instead choose to ignore this special rule and have all of his Armoured fighting vehicles (anything 7+) that are not in reserve get a free 'assault' order before the 1st turn of the game.
Shaped Charge: remove the -1 to hit with these weapons, however give them the 'not ideal' penalty, (they can never gain point blank and always fire as if they were at long range) This actually makes them fit with their special rule better where they do not lose penetration at long range, as people will be encouraged to fire them at the weapon's maximum range (which is already fairly short), as an alternative to the not-ideal rule, simply shorten the range of these weapons...
Machineguns: All have 6 shots, LMG +0 penetration, MMG+1, and HMG +2. Germany special rule is +2 shots, not +1 (this is not overpowered, as 20 points worth of assault rifles would still give 8 shots...) Also all Infantry Team Machineguns can use the forward setup rule like snipers. (to represent placing these in defensive positions) Another potential rule change is giving an 'advance' order to these fixed team weapons will allow them to rotate in place and fire although with the standard -1 to hit for 'moving'.
Also then the anti-tank rifle should probably be bumped up to penetration +3, so that it can at least have a very small chance of causing superficial damage to medium tanks, but only at short range... (so yes, they still suck like they did IRL)
Rally order check should be taken against the unit's Unmodified, original morale value. Losing a full turn doing nothing in a 6 turn game is already enough of a penalty, and it will make rally actually a viable order.
Howitzers need to change the amount of hits they cause: Light remains 1d6, but Medium is 1d6+2, and Heavy is 1d6+4. Since most of the HE damage is shrapnel, Penetrations become +1/+2/+3 respectively. *although indirect hits against vehicles still hit top armour and gain a +1 as usual
This is all I can think of so far, any other suggestions?
Pin Markers: do not reduce the "to hit" of a unit by 1 per pin marker, instead, simply give a flat -1 to hit to a unit that is firing when it still has ANY number of pin markers on it. this still makes a pinned unit MUCH less effective (at least 12.5%) when it is shooting. and that's IF you can get them to pass their order check...
Open Topped Armour personnel Carriers: any non-soft sided transport should have the same rule as the fully armoured vehicles: Inexperienced still get pin markers when anything hits them, Veterans only get pins when something hits them that can penetrate their armour (basically any heavy weapon as most seem to be armour 7) and regulars can ignore small arms fire (like veterans) on a d6 roll of 4+
Germany Special Rule addition: the 'Blitzkreig' rule: German Airstrikes do not cause pin markers to nearby Friendly German Units and Germans do not have to roll to hold back their flak from their own planes, they are use to using these coordinated tactics. As an alternative, a german player may instead choose to ignore this special rule and have all of his Armoured fighting vehicles (anything 7+) that are not in reserve get a free 'assault' order before the 1st turn of the game.
Shaped Charge: remove the -1 to hit with these weapons, however give them the 'not ideal' penalty, (they can never gain point blank and always fire as if they were at long range) This actually makes them fit with their special rule better where they do not lose penetration at long range, as people will be encouraged to fire them at the weapon's maximum range (which is already fairly short), as an alternative to the not-ideal rule, simply shorten the range of these weapons...
Machineguns: All have 6 shots, LMG +0 penetration, MMG+1, and HMG +2. Germany special rule is +2 shots, not +1 (this is not overpowered, as 20 points worth of assault rifles would still give 8 shots...) Also all Infantry Team Machineguns can use the forward setup rule like snipers. (to represent placing these in defensive positions) Another potential rule change is giving an 'advance' order to these fixed team weapons will allow them to rotate in place and fire although with the standard -1 to hit for 'moving'.
Also then the anti-tank rifle should probably be bumped up to penetration +3, so that it can at least have a very small chance of causing superficial damage to medium tanks, but only at short range... (so yes, they still suck like they did IRL)
Rally order check should be taken against the unit's Unmodified, original morale value. Losing a full turn doing nothing in a 6 turn game is already enough of a penalty, and it will make rally actually a viable order.
Howitzers need to change the amount of hits they cause: Light remains 1d6, but Medium is 1d6+2, and Heavy is 1d6+4. Since most of the HE damage is shrapnel, Penetrations become +1/+2/+3 respectively. *although indirect hits against vehicles still hit top armour and gain a +1 as usual
This is all I can think of so far, any other suggestions?