Author Topic: (Answered) Alternate Munitions  (Read 4425 times)

Captain Punka

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(Answered) Alternate Munitions
« on: 14 August 2019, 15:04:12 »
Alternate Munitions (p. 143) states to use "the ability's normal damage values and other special effects as appropriate ... for the special ammo."  Thus if I have a unit that does weapon damage of 5/5/5 and with the special ability LRM 3/3/3, if it uses it's LRM ability it will do 3 points of damage (perhaps modified by ammo).  Makes sense!

Where I get confused is in the descriptions of the special ammo, it often makes reference to "when used as part of a standard weapon".  For example, Dead-Fire Missiles (p. 149).

So, I'm unclear on how special ammo is intended to be used. 

1.  Should it *only* be used with special abilities (e.g. LRM#/#/#) or can it be used even without that ability?
2.  Is there a PV cost associated with equipping special ammo?
3.  I notice that many units have better base damage than the LRM ability.  So, why would they ever even use LRM if the special ammo can be used with normal weapon attacks?
« Last Edit: 19 August 2019, 08:57:49 by nckestrel »

Captain Punka

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Re: Alternate Munitions
« Reply #1 on: 16 August 2019, 10:52:04 »
Just touching base to see if there is an answer to these questions.  Did I stump the experts?  :D

Weirdo

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Re: Alternate Munitions
« Reply #2 on: 16 August 2019, 11:09:51 »
Please give things about a month before each bump.
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nckestrel

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Re: Alternate Munitions
« Reply #3 on: 16 August 2019, 11:19:53 »
No you did not stump us, I would have changed the subject to say (Researching) if that was so.

Classes started this week, gotta get my homework done first! :)
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nckestrel

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Re: Alternate Munitions
« Reply #4 on: 19 August 2019, 08:52:14 »
Most alternate munitions have to go to the specific munitions to understand the specifics, but there are two general types of attacks you can make with them.

standard weapon attack: Uses the base damage values (the main ones on the unit card), but the alternate munition modifies the attack somehow.

special weapon attack: Uses the special ability damage values (the ones listed with the special ability, like LRM1/1/1).

A Swarm LRM attack uses a standard weapon attack for the initial attack, but if it misses it can make a special weapon attack against a nearby target.

A Flak AC attack uses a standard weapon attack, but if it misses an airborne target by a small margin of error, it can deal the special weapon attack damage.

Precision AC ammo requires the player to make a choice before attacking.  Make a standard weapon attack and add more damage, or make a special weapon attack (using only the AC damage) but get a better chance to hit with the attack.

So while the concepts of standard weapon attack and special weapon attack are generalized, how they are used depends on each specific alternate munition.

For dead-fire missiles, you would make the same adjustments you would make for a special weapon attack to the standard weapon attack.  In your example of a 5/5/5 base damage value with LRM3/3/3, using dead-fire missiles, the LRM would adjust to 4/4/0.  The standard weapon attack, using dead-fire missiles, would become 6/6/2. You add 1 at short and medium range, but lose the LRM's long range damage (hint, you wouldn't use the dead-fire missiles at long range anyway).
« Last Edit: 19 August 2019, 08:58:16 by nckestrel »
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Captain Punka

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Re: (Answered) Alternate Munitions
« Reply #5 on: 19 August 2019, 11:12:54 »
Thank you!!!  That totally makes sense.  Thanks for explaining it.

So, with regard to my 2nd question, is there an PV cost associated with these special ammunition?  Or is it intended to be more of a loose system of just allowing if both players agree?

nckestrel

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Re: (Answered) Alternate Munitions
« Reply #6 on: 19 August 2019, 11:28:26 »
There is no PV system for balancing them.
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Captain Punka

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Re: (Answered) Alternate Munitions
« Reply #7 on: 20 August 2019, 10:51:04 »
Follow-up question related to the lack of PV for alternate munitions.

When the game was play tested, were the LRM/SRM abilities balanced with the idea of using alternate munitions or without.  In other words, if a mech has LRM 2/2/2, it's PV likely increased due to this ability.  Is it assumed for game balance that the mech would have access to alternate munitions as part of that PV increase?  Or is the PV associated with that LRM special ability assuming no alternate munitions?

nckestrel

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Re: (Answered) Alternate Munitions
« Reply #8 on: 20 August 2019, 11:11:32 »
PV does not take in to account alternate munitions at all.  So, PV is based on being without alternate munitions.

In general we don't consider optional rules for PV. Artillery used to be the one big exception, if you are choosing a unit with an artillery special you were presumably using the artillery optional rules, but then we moved artillery to standard rules.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets