msprange said:Hi guys,
The purpose of this rule is to simulate the decreased 'situational awareness' of being locked inside an armoured vehicle. Hence, the only weapons that get to react are those where a crewman is actively sticking his head out of a hatch.
As someone pointed out, it is far easier to snap a shot off with an M4 than a 120mm gun. It is also worth remembering that reactions represent your force _reacting_ to the enemy, not calmly lining up one target after another in perfect unison.
It's not or infantry run REAAAAALLLY slow.predhead said:especially if a turn is around 45 seconds or so, if it is.
BuShips said:What do most of you feel is the time scale to either an action or a player turn? I'm curious now.
PilGrim said:effective range of an AK about 400yds,
msprange said:PilGrim said:effective range of an AK about 400yds,
Of course, that also depends on what you call effective range![]()
lastbesthope said:A better question again is what does the game define as effectove range :lol:
LBH
lastbesthope said:I was moe pointing out the fact that it doesn't really matter what the RL range is and what that equates to in scale, what it says on the card is all that matters. the rest is simply fodder to get the stat changed. :lol: