WAW:house rules for Crew weapons

Iain McGhee

Mongoose
I've been using these recently because of possible rule exploits with Crew weapons (particularly scattering the crew to reduce casualties and positioning them to shield the gunner). They're intended to work with a crew loss tweak I use that reduces a gun's fire rate to every other turn if it goes down to 2 or less crewmen. I prefer to allow any other crewman to take over from the gunner if he's hit.

1: All crew figures must be in base contact with the gun model (with
sensible sized gun bases :) ) for it to fire as normal. Crew not in
contact cause reduced fire rate as above.
2: Crew must be positioned behind the gunshield (and in contact with the
gun) to get the Cover bonus.
3: Crewmen who fire their personal weapons or React against units
don't count as manning the gun that turn.
 
I like the sound of this, though on point 1 - to allow for people who model diorama bases for their guns (and those of us who don't use bases for the guns themselves! :D ) how about

"all crew must be within 2" of the gun mount for it to fire as normal..."

cheers
 
Thanks. I haven't based my AT guns (at least not as yet) which is why I came up with some specifics for crew placement. Those who model them as diorama bases shouldn't have to worry about this as I'd expect that they'll be placed correctly anyway and will likely use a base no bigger than a FZ and presumably just keep track of the total crew left.
 
Locally we just allow a Ready action to be taken to reman the gun and just treat crew like Hits. The gun stops shooting when they're all dead. Dead crew are removed if removable or a bead is placed next to the dead ones to mark casualties if diorama.

We don't bother with reduced rate of fire since a turn in BF:Evo appears to be a flexible period of time and it's a fastplay ruleset anyways. :D
 
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