The pinning ability seems to be a combination of size, firepower, armor and
mobility. That's a complex equation right there and we can go two ways
about it: realistic & complex, or stylized & easily memorizeable.
Personally I prefer to take the lazy way out - if I want a complex rules
system I'll go play SFB.
I propose:
1) Titans & Praetorians (things with a template): big enough to not care
about anything smaller.
2) Super-Heavy, Knights, Avatar, Carnifex: that which is large, carrying
lots of guns and either mobile or armored out the yin-yang.
3) Vehicles, Heavy Artillery, AA-Platforms and the like: big armored things.
4) Walkers (Dreadnaughts, Sentinels, etc.) & Cavalry (bikes & horsies):
either armored *or* very mobile.
+++++ Technically I don't think they could pin each other, but they're both
smaller than tanks and larger then infantry so I'm grouping them together
for the sake of convenience.
+++++
5) Infantry, Light Artillery & other ground-pounders: this covers guys on
foot and other things that tend to duck when shot at with a rifle.
+++++ I've put Light Artillery here as they're guys on the outside of a big
gun. An infantry squad *can* pin down a mortar platoon.
+++++
X) Skimmers - pinnable by another skimmer or voluntarily
Y) Fliers & Floaters - unpinnable
Z) Tunnelers - not pinnable if movement is underground, otherwise as size
catagory (Termite & Mole = vehicle, Hellbore = Praetorian)
Opinions?
-Yar
+++++++++++
Separate topic: Shouldn't Tyranids have a tunneling unit? Give it
infiltration and *that's* a freightning concept.
Received on Tue Apr 23 2002 - 02:01:53 UTC
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: Tue Oct 22 2019 - 10:59:36 UTC