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View Full Version : Close Assault suggestion


Uncle_Joe
02-16-2007, 01:25 PM
One of the pet peeves I have is that 'stock' infantry can be extremely worthless against larger vehicles (while 'Elites' are still good). A 6 CA just isnt likely to do anything to a 5 defense vehicle and almost impossible to bother a 6.

In reality, your armor basis has very little bearing on the success or failure of infantry close assault. A grenade bundle on the engine deck or in the tracks will screw up a heavy tank too. But in the game, stock infantry can trash light vehicles (and threaten medium), while heavies blatantly ignore them (something no tanker would do).

A simple suggestion would a three-6's rule for CA. If a unit using Close Assault scores at least 3 natural 6's, then 1 hit is scored at the minimum.

This might go hand in hand with any planned Tank Shock rules. They could balance each other out. But even in the absense of any such rules, I think a simply change like this would make standard infantry more viable without really changing the heavier CA units who are much more likely to score 1 hit anyways.

polish_horsy
02-16-2007, 03:15 PM
Perhaps change close assault to -1 on every roll but natural 6's count double. While this does not change the average result it makes it possible to touch a Tiger when otherwise a watse of time. ie if a CA unit has 6 dice with a superior armor 2 unit with 6 defense... it is just a waste of time. But with this change you could roll 3 6's and 2 5's and blammo... a damage.

frogczar
02-16-2007, 03:54 PM
There was a post somewhere recently about adding "equipment" cards for units such as "bombs" for planes. The card gives a unit a special ability already represented in the game at an additional cost.

Couldn't we add a "satchel charge" card or something for additional CA dice?

-Frog

wilson2
02-22-2007, 06:44 AM
the most a rifleman should ever be able to do to a heavy tank is disruption IMO