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 Hellcat Commander
 AHF Silver-Rated Trader
Posts: 1084

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Sat Oct 10, 2009 11:08 pm |
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Posts: 114

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The SAs on this card represent commandos well. I'm concerned that bulking up the abilities for turn one will make them hard to use, because infantry rarely actually assault on turn one. Even moving at speed one after deployment may leave them too far from the enemy to have any affect. If your intent is to give them a head start on getting into position, then this SA will work fine, but if they are intended to engage in early combat, I fear it will be very cool points spent for nothing.
What about letting them move at speed one after dismounting from a vehicle? That would be commando-like and allow them to get into the action.
Even a limit of 2 units per 100 points would make them incredibly disruptive to an opponent's strategy.
Another concern. The statement "The effects of this unit's assault are immediate." seems to apply to only the first turn assault, but the card doesn't state that explicitly. Am I interpreting it correctly or might it need a slight rewording?
I love these SAS units, BTW. It will be fun to play a NA scenario that uses them - unless I have to play the German's that is. _________________ Proud collector of "Battle Barbies" |
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Sat Oct 10, 2009 11:31 pm |
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  AHF Silver-Rated Trader
Posts: 2936

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HtH should be higher.
They're going to have to be partisans to make WDW effective. Make an officer who allows commando units to deploy after everything else is set up.
Have the cover in open terrain be only on a 5 or 6 at most. 5/5 units with cover buffs are impossible to kill and really unbalanced. _________________
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Sat Oct 10, 2009 11:43 pm |
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 Hellcat Commander
 AHF Silver-Rated Trader
Posts: 1084

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Hmmm... good observations, thank you.
They are supposed to deply like Partisans or Paratroopers depending on the mission, so they appear and wreck havoc right away. Hence the immediate assault with immediate results.
After their first assault, the enemy knows they are there and will fight them like normal. However, since they attack and suprise the enemy, the intent is to make thier disruptions and damage immediate. Since they would be face up counters, if the units assaulted dont get killed, they drop the counters during the first casualty phase also and then the fight goes on as usual. I'll play with the wording to make it clearer.
After more thought, I think I will drop the Expert Camo SA. It is a bit over the top.
The move after dismount is a good one... I'll think on that, thanks Thadd! Also, did you mean the CA should be higher or the H2H? H2H 9 is pretty brutal... how high should it be?
Thanks! _________________ Custom Painted Minis: http://riversidegaming.myfastforum.org/forum52.php
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Sun Oct 11, 2009 4:28 am |
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  AHF Silver-Rated Trader
Posts: 2936

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Move after dismount lets you get into a hex for a CA in the Assault Phase. Be careful with it, it's very powerful.
I gave my No. 40 Commando HtH 11. It's still less than the Arisaka. _________________
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Sun Oct 11, 2009 4:38 am |
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Posts: 114

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| Snippersly wrote: | | H2H 9 is pretty brutal... how high should it be? |
HtH 9 is the same as its standard AI except that it ignores cover. I think HtH 10 or 11, but that might make the unit just too brutal.
Also, since your intent was for both commando versions to be partisanesque, No. 8 will need some SA that specifies it. _________________ Proud collector of "Battle Barbies" |
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Sun Oct 11, 2009 5:12 am |
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