Author Topic: Re: Piloting & Gunnery BV Modifier Official Update  (Read 1269 times)

Insaniac99

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Re: Piloting & Gunnery BV Modifier Official Update
« on: 02 December 2019, 12:02:03 »
I'm not sure that this is the right topic for the conversation, but given mods haven't relocated it yet...

Some are, some aren't. But it creates the opposite: A bunch of 2/5, 3/5, etc. pilots without levels in Piloting. Or, conversely, melee-oriented units (4/2, 4/1) without levels in Gunnery.

Many tables I've played at have a house rule about only allowing a max of 1 or 2 separation between piloting and gunnery because people who want to game the system won't bother with 3/5, or 4/1 but rather 8/1 or 1/8

(that works particularly well with homing Arrow IV that requires a cheap tagger to hit anyway, put a dumb pilot that just mashes a button in to severely cut the price, while a cheap high speed scout with tag has a high gunnery to secure the hits)

TigerShark

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Re: Re: Piloting & Gunnery BV Modifier Official Update
« Reply #1 on: 02 December 2019, 12:52:20 »
I'm not sure that this is the right topic for the conversation, but given mods haven't relocated it yet...

Many tables I've played at have a house rule about only allowing a max of 1 or 2 separation between piloting and gunnery because people who want to game the system won't bother with 3/5, or 4/1 but rather 8/1 or 1/8

(that works particularly well with homing Arrow IV that requires a cheap tagger to hit anyway, put a dumb pilot that just mashes a button in to severely cut the price, while a cheap high speed scout with tag has a high gunnery to secure the hits)
I would say that a Clan pilot at 2/5 (+40% BV) is more valuable than a 3/4 (+32%), for nearly the same cost. Just by not leveling Piloting, you're skipping a 2% - 4% penalty for your entire force. (that's 400 - 800 BV for a 20,000 BV army). I get what you're saying. But it shouldn't require a house rule to fix the obvious.

EDIT: Not going to harp on this further. Last post :)
« Last Edit: 02 December 2019, 13:07:15 by TigerShark »
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Colt Ward

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Re: Re: Piloting & Gunnery BV Modifier Official Update
« Reply #2 on: 02 December 2019, 13:47:54 »
I'm not sure that this is the right topic for the conversation, but given mods haven't relocated it yet...

Many tables I've played at have a house rule about only allowing a max of 1 or 2 separation between piloting and gunnery because people who want to game the system won't bother with 3/5, or 4/1 but rather 8/1 or 1/8

(that works particularly well with homing Arrow IV that requires a cheap tagger to hit anyway, put a dumb pilot that just mashes a button in to severely cut the price, while a cheap high speed scout with tag has a high gunnery to secure the hits)

Works for mechs and combat vehs . . . IMO the exception would need to be for BA and infantry that are not Anti-Mech capable, their skills for AM should be 8.
Colt Ward
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Karack Blackstone

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Re: Piloting & Gunnery BV Modifier Official Update
« Reply #3 on: 09 December 2019, 10:44:51 »
Someone doing a 1/8 or an 8/1 is creating a weak link.

Hit them, and hit them hard and fast. Drop that unit with someone that basically hard counters their weakness, and they falter, driving a nail into their overall battlefield strategy and tactics plan's coffin.

Colt Ward

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Re: Piloting & Gunnery BV Modifier Official Update
« Reply #4 on: 09 December 2019, 11:47:11 »
Someone doing a 1/8 or an 8/1 is creating a weak link.

Hit them, and hit them hard and fast. Drop that unit with someone that basically hard counters their weakness, and they falter, driving a nail into their overall battlefield strategy and tactics plan's coffin.

Huh?  a 1/8 Fenrir or non AM-trained Field Gun makes absolute sense . . . they cannot do anti-mech attacks, why put the BV to it?
Colt Ward
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"We come in peace, please ignore the bloodstains."

"Greetings, Mechwarrior. You have been recruited by the Star League to defend the Frontier against Daoshen and the Capellan armada."

TigerShark

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Re: Re: Piloting & Gunnery BV Modifier Official Update
« Reply #5 on: 09 December 2019, 16:45:55 »
Works for mechs and combat vehs . . . IMO the exception would need to be for BA and infantry that are not Anti-Mech capable, their skills for AM should be 8.
I think the real answer is that these units just shouldn't have Anti-'Mech attacks, period. Next to that (in whatever ____ Manual eventually comes out), a little box for "Optional Rule" can say, "if the players agree, infantry not Anti-Mech trained may still attempt an attack, but must do so as if they had a Piloting score of 8."


i.e.: The Total Warfare score would be a 4/X, where they flat-out have no Piloting score.
  W W W . M E K W A R S - D O M I N I O N . C O M

  "You will fight to the last soldier, and when you die, I will call upon your damned soul to speak horrible curses at the enemy."
     - Orders of Emperor Stefan Amaris to his troops