Artillery issues

From: Peter Ramos <primarch_at_...>
Date: Sat, 31 Jan 2004 13:06:15 -0400

Hi!

As the editing on the revision continues I wanted to bring up a couple
of points regarding IG artillery.

As of this moment we have:

Bombards
Basilisks
Manticores
Griffons
Medusa

There are quite a few artillery units and they are not "distinct" enough
in their battlefield role. Below I have attempted to differenciate them
and make them more unique.

1. Bombards. This one is easy since I think it needs no changes. Its
role as "bunker buster" it fulfills a unique niche.

2. Basilisks. I like the take the nwer rule has given this unit, since
it functions more like a WWII german 88mm gun. It would sort of like a
hybrid direct fire weaker artillery role.

Direct fire mode: 100 cm range, 1 Attack die, 4+ to hit, -2 modifier CAF 0
Artillery mode 2 BP's, save modifer -1

3. Manticores. I view them as a broad area artilery barrage, but slow
firing. They fire one turn and need the next turn to reload.

Their stats remain the same, but they get one barrge template PER model
in the unit, so they cover a lot greater area.

4. Griffons. As a mobile mortar type unit. I visualize it as a weapon
that rather go head on with defenses it hits on the weaker "tops" of
structures and kills occupants avoiding most cover.

Range 100 cm, 2BP's, save modifer -1, ignores cover modifiers

5. Medusa. This is a specialized direct fire gun for heavy armored targets.

Range 100cm, 1 attack die, 4+ to hit, -3 save modifer. This weapon can
affect and destroy buildings too.

Comments and opinions?

Peter
Received on Sat Jan 31 2004 - 17:06:15 UTC

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