Command unit targeting Part III

From: Jarreas Underwood <jarreas_at_...>
Date: Wed, 24 Apr 2002 16:58:46 -0400

>>Can we add the statement that the targeting restrictions do not apply to
>>anything other than direct fire at the HQ unit? That would cover barrage
>>weapons (you have to target a valid unit, and manage to hit the HQ only
>>as a 'bonus'), buildings (you can still fire at other stands in the
>>building, and the building itself) and non-command transports carrying
>>an HQ unit (such as a Thunderhawk).
>>-Yar

>---->Sounds reasonable. I intend to break this explanation down and give
>a step by step axample of the different caveats.
>Peter

Ok. It sounds like we're talking about the same sort of thing with barrages
- you have to have a valid target in the first place and in this case the
building and other units inside are valid targets. It's implicitly allowed,
but I guess stating it explicitly would be better.


Headquarters: HQ units represent a small number of important people and
therefore receive some protection from being fired at. These targeting
restrictions will not protect anything besides the HQ unit itself. HQ units
can only be targeted if:
 1) The HQ unit is more than 25cm from any other unit of it's pinning class.
 - or -
 2) You assign at least one attack die to every stand/model of the same
pinning class that is coherent to the HQ unit. You may not assign more dice
to the HQ unit than to any other unit within coherency.
 - or -
 3) You're firing a template weapon and also cover a valid target.


That work?

Sorry about putting 'command' instead of 'HQ' in my previous post. I'd
forgotten that Command is a different ability than HQ.
-Yar


++++++++++

>>I'd prefer that over allowing you to recognize HQ units as soon as they
>>step into a building - they should be harder to identify and target.
>>Perhaps we can add a comment in the "Picking a Target" section to the
>>effect of, 'if a normally untargetable unit (such as a scout or HQ unit)
>>does something to attract attention and stand out, it may be fired
>>upon.'
>>So if an HQ is the only unit in a building, and it fires out, you can
>>return fire even though there are closer infantry out on the ground. It
>>also means that scouts can be fired upon from beyond 25cm *after* they
>>make their attack.
>>-Yar

>---->That's getting a bit too fiddly, I'd leave it as recommended,
>perhaps some realism is sacrificed but some things must bow to
>playability. The main purpose is to reduce command unit abuse and I
>think the guidelines given do that as simply as can be expected.
>Peter

Fair enough - I'll save this bit for local house rules. It's been my
experience that command units aren't all that susceptable to abuse, but I
hadn't encountered the 'you can't shoot at this building because I'm in it'
sort of thing either.
-Yar
Received on Wed Apr 24 2002 - 20:58:46 UTC

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