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About MGs

Posted: Sat Mar 23, 2013 8:51 am
by Amaris
I had an idea about the MGs.

Some people like it when they can move. Others don't. With good arguments on each side.

So why not have both at the same time? :mrgreen:

With a system of assembly / disassembly of the MG, we could have a team MG can move by itself (with reduced move relative to the classic infantry - MG is heavy):

:arrow: One turn to assemble the MG and able to fire (with the power of MG).
:arrow: One turn to disasembly the MG and able to move (and fire but without the power of MG).

What do you think about this?

Re: About MGs

Posted: Sat Mar 23, 2013 11:15 am
by pk867
Ok,

1) MG stays put and can fire full strength (max number of shots)

2) MG wants to move so - Disassemble + Move (1 turn not able to fire)

3) After moving the turn before - May keep moving or Assemble MG and may fire (1 shot available Reaction fire)

Thoughts?

Re: About MGs

Posted: Sun Mar 24, 2013 11:36 am
by Amaris
An example of what I thought: viewtopic.php?f=87&t=40351&p=390843#p390843

Re: About MGs

Posted: Sun Mar 24, 2013 7:54 pm
by jcb989
I think their function should be more like the mortars in GJS44.. which is to say, they cannot move AND fire in the same turn.

Re: About MGs

Posted: Tue Mar 26, 2013 5:08 pm
by Amaris
Well this is the case:
- There are two possible states: assembling the HMG may fire BUT not move. Disassembling the HMG may move BUT not fire.
- for disassemble the unit must haven't move and fire before. The Disassembling process consumes all AP.
- for assembling the unit must haven't move. The assembling process consumes all AP. And you can fire only on the next turn.

So moving a HMG is very slow:
- turn 1: dissamble (no move, no fire).
- turn 2: move allowing (no fire)
- turn 3: assemble (no move, no fire).
- turn 4: the HMG can fire!

Re: About MGs

Posted: Wed Mar 27, 2013 12:30 am
by jcb989
OK I see now