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Suppressing Fire, Suppressing Gameplay


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#41 Myrion

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Posted 05 October 2013 - 09:10 AM

Ah. Yes, that and careful aim should totally wipe us out.



#42 Magnus Grendel

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Posted 10 October 2013 - 05:43 AM

I must admit I've only ever used it in Full-Auto weapons (force of habit - I've played all the FFG RPGs, which means I run into the ever-present problem that I miss the tweaks to the rules between versions).

 

I have to say semi-automatic suppressing fire feels wrong (unless, narratively, it's from a ton of dudes). It also kind of makes the Weapons Specialist advance which lets your comrade add pinning to your shooting somewhat redundant... which would be a shame, because as I see it a weapons specialist with a lasgun should be almost the 'default' guardsman PC.



#43 Nightcloak

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Posted 10 October 2013 - 12:44 PM

well the specialist advance lets you use a normal shot with way higher chance of hitting with added suppression at a lower chance

yeah semi suppression is kinda weird if its unlimited by shot count



#44 bogi_khaosa

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Posted 10 October 2013 - 02:36 PM

Being able to communicate does not equate to being able to be inspired enough to have a sweeping order take effect.

 

Anyway, yeah maybe I can see the vox order in this case being used when the squad is split up.


Edited by bogi_khaosa, 10 October 2013 - 02:40 PM.


#45 Magnus Grendel

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Posted 11 October 2013 - 03:02 AM

yeah semi suppression is kinda weird if its unlimited by shot count

I get why it might have been added - the 'other' mostly combat version is Deathwatch, and (at least at the point where the game was released) every marine could lay down suppressing fire (it's only the errata which reined in the truly ridiculous Godwyn-pattern Bolter). There might have been a desire to allow anyone with a lasgun to lay down suppressing fire.

 

Personally, I think the game works fine without it - and it makes the heavy gunner special (even if he just has a heavy stubber), makes the Weapons Specialist talent very useful, and means that there is a real reason to consider giving up the awesomeness of overcharged lasguns in favour of autoguns as a regimental weapon.

 



#46 bogi_khaosa

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Posted 11 October 2013 - 03:09 AM

It was added, I am pretty sure, to make it possible to do SF with a lasgun.

 

The WS specialist talent is very useful, because you actually have a decent chance to hit and get mulriple hits on one target. And it does not affect every target in  a gigantic kill zone.

 

Actually it will let you Pin with single shots, grenades, thrown knives (!), what have you.

 

Heavy gunners are the only way you can reproduce the old OP nature of full-auto weapons, with the Stabilize ability any gunner with a FA weapon is going to get.


Edited by bogi_khaosa, 11 October 2013 - 03:13 AM.


#47 Tenebrae

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Posted 18 October 2013 - 03:58 PM

Actually it will let you Pin with single shots, grenades, thrown knives (!), what have you.
...or - very importantly - a missile launcher with frag missiles ...





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