anyway.



thread: 2006-07-03 : Mechaton rules

On 2006-07-06, Ninja Monkey J wrote:

I like your "One extra hex" rule if you have to fall over, like you're sliding into home plate. Good for racing to objectives. One hex might not be the right number, but it might.

Don't forget the thing about shooting through apparent cover at Direct range: the furthest you can be from each other is 10 hexes. Otherwise, you're out of range and have to use Artillery anyway. If it bothers you that way, consider that cover is what you're actually hiding behind. You don't just happen to be behind it. You've got your back pressed against it while bits of brick fly around your head.

The Command reroll is an obvious choice a third of the time. I don't think I like it. It becomes "Reroll any 1s or 2s."

If you wanted to simulate command, I think the thing to do is give a guy a flag as an attachment, he gets an extra initiative die, and he can give them to anyone. I don't think it's worth it.



 

This makes FSF go "Your command idea reminds me of the board game, Ambush"
where the squad leader could give an action to one of his men.

This makes...
initials
...go...
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