MEA Infantry Squad- Targetting & Kill Scores question

Hi all!

Had a proxies game yesterday, with some EFTF Brits in Warriors up against some MEA Infantry Squads and a Feyadeen Squad. All up, I love the rules, as did those I was playing with. The only problem we found was that the MEA guys don't sem to get an armour save? Now they were 4+ to target and 6+ to kill, so does that effectively mean that they are a 4+ to kill when in the open? 'Cause cover adds +1 to the Target Score, right?

Only slightly confused, but mostly impressed!
Richard
 
In the open, they are 4+ to target, since they have no armor they die.

With obscurement, meaning anything between them and the shooting unit it'll give them +1 to their target stat. Making them 5+.

In cover, they get a +2 to target and kill scores, making them 6+/8+ respectively.

However, since the USMC and EFTF have gear that allows them to negate a point of cover that essentially gives them a 5+/7+.

Right now, a MEA or PLA infantryman dies as soon as he gets hit. However, since they actually bothered to include a kill stat, and that kill stat changes for the fedayeen, I suspect there is some way for basic infantry to get some sort of extra armor save. Perhaps it comes from special fortifications, some sort of "hunker down" action while in cover, or some other special rule.

If not, then that's just how the game works and each army is balanced against that.
 
Considering you get a pretty large amount of MEA troopers against the same points of EFTF that gets pretty balanced.

Stay in cover though! Keeps your men alive more of the time!
 
For a black hawk down game, you could give them a save of 5+ to show, that they are high on drugs, and that m16 bullets went straight though.

HIGH ON DRUGS....
Unit gets a save of 5+, as they don`t feel pain

MAD BUGGERS..!!!
Unit forgets first suppression in a turn

OR EVEN
Wrong ammo ( 5.56 )
Enemy unit 6+Kill jumps to 7+ Kill
Shows that they always get a save

As you can see its the little simple details you can add to make BF a great little rules system for fast play fun....

So will the above rules a poorly unskilled fighter would look like

TARGET 3+ KILL 7+ SAVE 5+
*FORGET FIRST SUPPRESSION EACH TURN

AK RANGE 15" ( NO REAL SKILL ) DAMAGE 1D6

And warlord gangs will be

TARGET 4+ KILL 7+ SAVE 5+
*FORGET FIRST SUPPRESSION EACH TURN

AK RANGE 20" DAMAGE 1D6

Have fun
 
i think we should avoid the rm drugs for the game in a PC way. mayn refer to it as "juiced up" this could then represent any nationality useing combat stimms.

ive seen a mad shot in the leg and arms while "juiced up" and he just carried on as normal, it was like his nervouse system was ignorant, he evan survived a tazer and ignored its effects ripping out the wires, was a shock to see. so maybe rather than armour, have it that troops juiced up are only taken out on a kill score, cover cant be claimed for juiced up troops as their to stimmed up to take such tacticle advantages. also they reroll all hit dice as they fore a far more irratic.

this would balance it out i feel.
 
What is everyone's obsession with adding drugs to BFE? It complicates the scenario and bogs down the game.
 
but not adding it would be like leaving other components out of the game.
check out the history channels 'shootout: fallujah' sometime. a lot of the insurgent forces in the city were running from weapons cache to weapons cache, and shooting up with adrenaline.
 
Ah, so all for some reason adding drugs in for completeness sake is more important than all the other realism elements left out for the sake of gameplay?

It's a poor argument for a small feature that really wouldn't add much of anything to the game. Heck, morale isn't even modeled in the game.
 
Guns are bad things anyway, so i say remove them from the rules....
Hang on.... woops i like i`ve messed the rules up... :-)
 
Turtle said:
It's a poor argument for a small feature that really wouldn't add much of anything to the game. Heck, morale isn't even modeled in the game.

There are morale rules in the game... Namely, suppression.

When the bullets start hitting your position, you keep your head down instead of doing your work(eliminate the opposition)... morale.

And if the squad leader boughts it, there is a momentary confusion among the ranks... again, morale.

And your side will bug out before taking 100% casualties... what's that if not morale?
 
Both sides of this arguement have valid points. This should be an optional rule perhaps. This is dependent on how you feel about the subject. Glamourising drugs is wrong....but as wrong as glamourising guns and war. It's all about the age of the players and how people feel.
 
Glamourising drugs is wrong....

Depends on the drug. Some drugs are good not bad e.g. aspirin.

Also, why would having a special rule for some units e.g. 'High as a kite', overcomplicate things? Many of the units on Hiromoon's cards have special rules. All you are really doing is explaining why some of the basic stats are different for the unit when they can get their hands on their gear. I presume that 'High as a Kite' or 'Juiced' would be an optional thing for the unit, in the same way as gaining extra models is. If it has no bad modifiers, only game benefits, it would just make the unit cost more points.
 
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