I am new to the game and just recently purchased a good sized collection of figures off of Ebay. I love the game mechanics and have played a couple games with some friends. Some rules questions have popped up. I know that I can just make house rules for anything that my gaming group doesn't understand or agree with, but I'm hoping to get some feedback from veteran players so I don't break the balancing of the game too bad.
1) In the original Evolution rules, obscurement used to make it harder to hit models by giving them +1 to their Target score. Now, obscurement gives them a +1 to their Armour score? I don't understand why the rules change. This then expands into Cover (walls, buildings, etc) that used to provide a bonus to the target score and instant kill score (which to me make sense), but now they offer a bonus to the armor score and kill score. The armor bonus doesn't make sense to me... shouldn't they be harder to hit while in cover?
2) Anti-Armor weapons in this game seem ridiculously overpowered... some of the MBTs can one-shot most other MBTs in the game, and single shots can completely destroy infantry squads. Now, I can understand that if an Abrams blasts a Challenger and hits it, it is going to do major damage. Depleted uranium armor-piercing slugs can do some major damage, but the part I don't understand is why the weapons have both massive attacks (1d10+4 or 1d10+5 which are almost guaranteed hits) and massive armor piercing (Peircing of 4 or so) all rolled into one. Doesn't this seem a bit odd? I thought it might make more sense to have massive armor piercing (they are MBT cannons, afterall) but reduce the hit score appropriately so something like 1d10+1 or 1d10+2. This means that IF they hit, they are going to hit HARD but they actually have to hit first and have a decent chance to miss. Some like this would also reduce the way-too-common one-hit-kill shots during tank battles.
Can someone share some reasoning or opinions on why the big anti-vehicle weapons are handled this way?
3) The next question is a combination of the 2 questions combined.... Infantry VS Armor. Most/all MBTs carry machine guns and pintle mounted weapons for anti-infantry weapons. Why would anyone really use that when they can target an infantry unit with a 1d10+5 weapon (which guarantees a hit since most infantry have 4 or 5 Target scores) which will punch through any armor (even bonuses granted for cover). I could understand the instant-splat if a tank round hits an infantry (emphasis on if, considering how infantry are far smaller targets than vehicles), but then the large blast radius can decimate entire squads, allowing rolls of 1d10+5 for everyone caught in the blast. I guess I don't understand the reasoning behind this one... shouldn't the cannons be used to punch through armor (Piercing/4 or so) and the machine guns used on the infantry instead of shooting instant-hit armor-piercing slugs at infantry that explode and decimate entire squads?
4) In the Modern Combat book there is a rule that any hits from Artillery ignore both concealment and cover. I can understand concealment (a smoke cloud isn't going to stop shrapnel from a mortar) but ignoring cover seems odd. Practically every war movie has some scene where people "take cover" or "hit the deck" during an artillery barrage, and defensive structures are designed to help save people from this kind of attack. So how come mortars can do maximized damage against a dug in enemy with fortifications?
Thanks for reading and I'm looking forward to any replies.
1) In the original Evolution rules, obscurement used to make it harder to hit models by giving them +1 to their Target score. Now, obscurement gives them a +1 to their Armour score? I don't understand why the rules change. This then expands into Cover (walls, buildings, etc) that used to provide a bonus to the target score and instant kill score (which to me make sense), but now they offer a bonus to the armor score and kill score. The armor bonus doesn't make sense to me... shouldn't they be harder to hit while in cover?
2) Anti-Armor weapons in this game seem ridiculously overpowered... some of the MBTs can one-shot most other MBTs in the game, and single shots can completely destroy infantry squads. Now, I can understand that if an Abrams blasts a Challenger and hits it, it is going to do major damage. Depleted uranium armor-piercing slugs can do some major damage, but the part I don't understand is why the weapons have both massive attacks (1d10+4 or 1d10+5 which are almost guaranteed hits) and massive armor piercing (Peircing of 4 or so) all rolled into one. Doesn't this seem a bit odd? I thought it might make more sense to have massive armor piercing (they are MBT cannons, afterall) but reduce the hit score appropriately so something like 1d10+1 or 1d10+2. This means that IF they hit, they are going to hit HARD but they actually have to hit first and have a decent chance to miss. Some like this would also reduce the way-too-common one-hit-kill shots during tank battles.
Can someone share some reasoning or opinions on why the big anti-vehicle weapons are handled this way?
3) The next question is a combination of the 2 questions combined.... Infantry VS Armor. Most/all MBTs carry machine guns and pintle mounted weapons for anti-infantry weapons. Why would anyone really use that when they can target an infantry unit with a 1d10+5 weapon (which guarantees a hit since most infantry have 4 or 5 Target scores) which will punch through any armor (even bonuses granted for cover). I could understand the instant-splat if a tank round hits an infantry (emphasis on if, considering how infantry are far smaller targets than vehicles), but then the large blast radius can decimate entire squads, allowing rolls of 1d10+5 for everyone caught in the blast. I guess I don't understand the reasoning behind this one... shouldn't the cannons be used to punch through armor (Piercing/4 or so) and the machine guns used on the infantry instead of shooting instant-hit armor-piercing slugs at infantry that explode and decimate entire squads?
4) In the Modern Combat book there is a rule that any hits from Artillery ignore both concealment and cover. I can understand concealment (a smoke cloud isn't going to stop shrapnel from a mortar) but ignoring cover seems odd. Practically every war movie has some scene where people "take cover" or "hit the deck" during an artillery barrage, and defensive structures are designed to help save people from this kind of attack. So how come mortars can do maximized damage against a dug in enemy with fortifications?
Thanks for reading and I'm looking forward to any replies.