Still working on it, found some hiccups/questions that are driving me crazy.
I'll be using the Sarna scenario from the PDF, because why the heck not!
Let's begin at the beginning with Formations.
I created a Formation named TF (Task Force) Wind:
Screaming Eagles | Aerospace Wing | Regular | MV 6 |
Ground Support Wing | 5th Syrtis Fusiliers | Regular | MV 7 |
Screaming Eagles | 'Mech Regiment | Regular | MV 6 |
Mercs count as 2 Elements for building so really out of these 3 I got my 5 limit done rather quick
As they plodded around, liberating the snot out of Sarna, they were ambushed by a hidden Formation named DF (Defend Force) Rebels:
5th McCarron's Armored Cavalry Regiment | 5th MAC | Veteran | MV 4 |
Sarna Planetary Militia #1 | Motor | Green | MV 4 |
Sarna Planetary Militia #2 | Motor | Green | MV 4 |
Sarna Planetary Militia #3 | Motor | Green | MV 4 |
Same merc unit limitations for these 4 fulfilling the 5 spots as per the rules.
Since Liao won the Initiative in my die roll, they go after the Davions start plotting their attacks.
Now for all purposes of Leadership, TF Wind is Regular and DF Rebels are Vets right?LR for a Regular is 6, Veteran is 4
Which means the TN for Wind is 4 (2 * (6/3))
While TN for Rebels is 3 (2 * (4/3))
Rebels opt for a Medium Ranged attack, while Wind goes for Long Ranged.
Which brings up my second question: What benefits are there to a Long or Medium ranged attack over the short one?It isn't like this will affect the enemy's roll somehow.
Might as well go short ranged to get all the damage you can on them.
Now to break down the roll modifiers for each side.
TF Wind is facing someone slower than them, because the slowest unit in Wind is 6.
4-6 = -2
Because I subtract my enemy's movement from my own.
Though shouldn't that be reversed if this is going to alter the roll and not the TN?
If anything Wind should get a bonus because they are faster.
Now the "Force Experience is" part, is that for the target?Then it makes sense, trying to target a higher LR value target would be trickier.
I just thought some clarification could be used here too.
Same question goes for Force Loyalty.With those assumptions, the mod to the roll will be a -10 for TF Wind.
Because the +2 for being faster than the target was canceled by the target's experience, but Wind did get the handicap of being ambushed. Since there was no indication of Loyalty on the charts, I'll assume Reliable (which gives no mod either way). Also they are fighting long ranged.
DF Rebels would get a roll mod: -6 for facing faster, Regular trooper, and fighting Medium ranged.
Assuming anyone can hit with those mods, I spread around the damages to individual elements within those forces right?
So far I'm thinking correctly, right?Another concern I had was how Aeros just aren't maneuverable in planetary atmo.
They lose half their MP and each hex traveled is 2 MP cost.
Plus do they have to be within a range for their "home base" hex?