StratoCast - Episode 17 Infantry Construction (Standard Rules)

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  • เผยแพร่เมื่อ 25 ต.ค. 2024

ความคิดเห็น • 2

  • @Eserchie
    @Eserchie ปีที่แล้ว +1

    Why you only include 1 secondary weapon and not two:
    Foot Infantry go from moving 1 hex per turn to choosing to move 1 hex or being able to shoot,
    Almost everything else goes down 1 base movement.
    " Mobility Limits: At 2 Support Secondary Weapons per squad, a platoon loses an appreciable amount of mobility.
    Foot platoons may move or fire in a turn, but not both.
    Motorized, jump and mechanized (hover or wheeled) platoons suffer a -1 MP rating for carrying 2 Support Secondary Weapons per squad.
    Mechanized (tracked) platoons suffer no mobility restrictions for carrying 2 Support Secondary Weapons per squad.
    These limits only apply when the Secondary Weapon is a Support Weapon.
    Platoons using Melee or Standard Secondary Weapons do not modify their mobility." - Techmanual pg151
    And this is why I have 8 platoons of WW2 universal carriers, some with field guns.
    Edit: This then got brought up later in the video, but mixed up a bit with encumbering weapons (marked with E in the crew requirements column), which have the same penalty as crew 2+ weapons in close quarters (range 0, occupying same hex as enemy)

    • @strategoslevel3456
      @strategoslevel3456  ปีที่แล้ว

      I find where the Infantry rules are lacking is they don’t give enough details of the weapons eg ATOW I think states that Support Machine Guns take 2 turns to set up but this info isn’t in a Tech Manual. Some weapons are pointless like the Light Machine Gun. Flamers are also really underpowered and don’t clear buildings at all