Thx for the vid. Enjoying v3 I am a bit bummed with LMG/MMG's too. IMO they really needed a mechanic to differentiate them from basic small arms fire. 36" range is fine, but, with short/long range fire gone, a single round 1 run action will often get that same rifle only squad in range of most intended targets. Maybe its the ability to apply D2 pins (even if conditionally), or fire over friendly troops at enemies over 24" away, or some defilade +1 cover rules for MMG teams, just SOMETHING to make MMG's feel like the suppressive/defensive anti-infantry platforms they are and not just a rifle side-grade. Only other thing that irks me is the retained down total pin removal. Really undercuts the Rally order and probably should have stayed D3+1-D6+1. Lastly, that Nebelwefer does need a bit of a nerf. Lastly Lastly. The spotting ANY artillery rule should have been left to the FO. Sure it makes it easier to keep track of what can see what, but it nerfs the FO from a powerful universal mobile spotter, useful in any army leaning on indirect fire, into a one trick pony you only field if a army special rule favors it.
What do you recokon the bare minimum is for anti tank in an all infantry list? I want to try and do it just with a combination of anti tank rifle/ ampulet/ dog mine teams if possible rather than having an artilley platoon of ZIS-3s but I don't know if that's realistic in this new world of multi tank lists.
I wouldn't be a good sir or honest if I said I watched the whole report Mordian, just sticking in the tip with a like and a vew/listen to the new Mordian radio thingy
Thx for the vid. Enjoying v3
I am a bit bummed with LMG/MMG's too. IMO they really needed a mechanic to differentiate them from basic small arms fire. 36" range is fine, but, with short/long range fire gone, a single round 1 run action will often get that same rifle only squad in range of most intended targets.
Maybe its the ability to apply D2 pins (even if conditionally), or fire over friendly troops at enemies over 24" away, or some defilade +1 cover rules for MMG teams, just SOMETHING to make MMG's feel like the suppressive/defensive anti-infantry platforms they are and not just a rifle side-grade.
Only other thing that irks me is the retained down total pin removal. Really undercuts the Rally order and probably should have stayed D3+1-D6+1.
Lastly, that Nebelwefer does need a bit of a nerf.
Lastly Lastly. The spotting ANY artillery rule should have been left to the FO. Sure it makes it easier to keep track of what can see what, but it nerfs the FO from a powerful universal mobile spotter, useful in any army leaning on indirect fire, into a one trick pony you only field if a army special rule favors it.
What do you recokon the bare minimum is for anti tank in an all infantry list? I want to try and do it just with a combination of anti tank rifle/ ampulet/ dog mine teams if possible rather than having an artilley platoon of ZIS-3s but I don't know if that's realistic in this new world of multi tank lists.
I wouldn't be a good sir or honest if I said I watched the whole report Mordian, just sticking in the tip with a like and a vew/listen to the new Mordian radio thingy
I have the same Desert Rats dice. They're so cool but they roll terribly for me.
Just a random algorithm comment for you.