
Originally Posted by
Whitwort Stormbringer
Hey there, just gave the game a read (didn't get to vehicles, though) and it looks like a pretty nifty set of rules. It's nice and straightforward, so there shouldn't be balance issues and I expect it will play very smoothly.
Here are my commentary and criticism:
First of all - what happens on a roll of 3?
Moving on, though, even though it seems pretty obvious how to resolve a firing action, I think when writing rules it's always a good idea to spell everything out very, very clearly, and this reads a tad vaguely. The impression I get is that when firing, I roll a die for each member of the squad that's shooting (rolling the appropriate die/dice based on the weapon carried), and for every score over the minimum "To Hit" roll I get to make a roll on the effects table against the target squad - is that right?
So for example, suppose I had 10 Brits with rifles firing on a squad of 10 Nazis in the open. I'd roll 10d6, and for every roll of 4+ I'd get to roll on the effects table. Then those rolls are applied to the nearest models in the Nazi team.
For weapons that get multiple dice, like the SMG/LMG/HMG, does each die represent a different shot (i.e. an SMG gets you two d6 rolls, needing 4+ to hit on each), or is it in effect one shot that is much more likely to hit (i.e. an SMG gets you one shot that needs a 4+ on 2d6).
I kind of assume it's the former, but wanted to double-check.
Those are the only things that I feel really needed clarification. My only other commentaries are that you could, theoretically, make certain weapon types better by changing up the types of dice they roll (maybe a pistol is only d6, but a rifle is d8, for example).
Also, shooting doesn't seem all that effective, whereas close-combat fighting seems to be very effective. I feel like this is a failing of 40K, as well, and it's something that drives a "modern age" warfare game towards melee combat even when the predominant weapons are guns. Personally, I would give the effects table under firing actions a complete re-write to make shooting deadlier. As it is, under the most ideal circumstances (standing still, shooting a target in the open) only 1 in 12 shots will be fatal, and only 1 in 6 will even cause an injury. Conversely, in melee (depending on the fighters' experience) 2 in 3, 1 in 2, or 1 in 3 attacks are going to kill their opponent, and chasing a fleeing squad down whipes them out. I think I'd shift melee effectiveness up by 1 for everyone (4+ for veterans, 5+ for regulars, 6 for conscripts) and have an effect table something like this:
1-2: Dead
3-4: Wounded
5: Ignore suppression if Gone to Ground in terrain or in a building.
6: Ignore suppression if Gone to Ground or in a building or terrain.
Just my 0.02, hope it's helpful! I recently ordered some of Warlord's plastic Germans, and want some British infantry to go up against 'em - this seems like a fun set of rules!