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Author Topic: Two rules questions  (Read 2206 times)

Ector

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Two rules questions
« on: 18 March 2011, 01:51:30 »
1. For some reason, our players started to believe that only infantry with "foot" mode can perform close combat attacks. Can Scout ATVs attack in close combat?
2. One of our players discovered information that new miniatures (starting from Domination set?) don't have the faction abilities - for instance, CJF or Liao abilities. Is that true?

PeripheryPirate

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Re: Two rules questions
« Reply #1 on: 18 March 2011, 03:53:05 »
1. For some reason, our players started to believe that only infantry with "foot" mode can perform close combat attacks. Can Scout ATVs attack in close combat?

Yes, they can. Speed mode 'foot' is required for a unit making a capture attempt, though.

2. One of our players discovered information that new miniatures (starting from Domination set?) don't have the faction abilities - for instance, CJF or Liao abilities. Is that true?

Yes. I don't recall specifically which set 'canceled' those henceforth, but it's true. I want to say it was either Firepower or Annihilation, but I just don't remember.

cavingjan

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Re: Two rules questions
« Reply #2 on: 18 March 2011, 10:41:00 »
Infantry can indeed participate in close combat attacks. Capture attempts require that the primary attacker is speed mode foot.

Domination changed Faction Abilities. Annihilation was the last set that included the Faction Abilities in the cost.

http://www.warrenborn.com/Rules.html


PeripheryPirate

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Re: Two rules questions
« Reply #3 on: 18 March 2011, 14:40:11 »
I knew I was remembering Annihilation for a reason. It was the LAST set to include faction abilities. Thanks for the clarification, cavingjan.

GhostCat

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Re: Two rules questions
« Reply #4 on: 18 March 2011, 16:47:57 »
Further Clarification.

All mechs and infantry can use close combat attacks, but Speed Mode does limit what they can do.  VTOL infantry (Sylph Battle Armor) can close combat, but can't use the move and shoot ability when they do.  Also, they can't participate in any formations. 

As noted above, Speed Mode Foot is required to lead a Capture Attack.  Other units (ATVs, Hoverbikes, even Mechs) can support and assist in the formation, but the Primary attacker must be Foot mode.

Faction Pride vs Faction Ability can be a long philosophical discussion about Need vs Want.  Part of the problem stems from simple things like the Jade Falcons were designed to use MDFA as a First Strike weapon only to discover it was not significantly better than any other attack option. 

Also, House Liao armies could discover that opposing forces avoided using unit types that might be vulnerable to the Special Abilities.   Thus making their higher point values seem entirely wasteful.  As a Game Mechanic, Faction Pride Cards proved to be more flexible and less costly to deploy.

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radiationexposed

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Re: Two rules questions
« Reply #5 on: 18 March 2011, 20:54:29 »
So, i believe the General rule is ALL UNITS on ROUND BASES can make a close combat attack using their Primary damage value
-- Infantry  (even if the infantry is hover, wheeled, Vtol, etc...)  as long as the target is touching front arc.

 --  Mechs (which are also on round bases) can use their Primary Damage value for Close Combat.  Even if there is a "CC Fist"  on the secondary the primary Damage value could be used and CC SE (brawling could be used).  This is why the BR Legionaire was able to CHARGE for "6" Clicks of Damage. 4+1+1 

-- ARES CLASS also can make close combat attacks.
-- "In addition to the combat values shared by all other ’Mechs, colossal ’Mechs also have tertiary damage values and heat effects"

---------------those slightly different ------------------------
Quad mechs -- notice, they are not on a Round base
--If a ’Mech with the (QUAD MECH) speed mode doesn’t have the (CLOSE COMBAT FIST) range type associated with either of its damage values, its primary damage value becomes 1 for that close combat attack.
(SO, even though Quads CAN CC ATTACK THEY MAX AT 1 DAMAGE)

Vehicles--- must have a special equipment to allow a paticular type of close combat attack ie Flamers or Repair coolant

--FLAMERS (optional) This unit may be given close combat orders, regardless of its type.
--REPAIR (optional) This unit may be given close combat orders, regardless of its type. Make a close combat attack targeting a friendly figure
--(purple) COOLANT FLUSH (optional) This unit may be given close combat orders, regardless of its type. Give this unit a close combat order targeting a friendly figure not in base contact with an opposing figure. The attack does not score damage, and it ignores all non–heat effect close combat modifiers. This unit may move up to its speed value before making the attack. If the attack succeeds, the target loses 4 heat if this unit didn’t move before making the attack, or 2 heat if it did move.

hope that helps :D
« Last Edit: 19 March 2011, 19:13:41 by radiationexposed »
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