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Post by jeffhiatt on May 3, 2008 16:57:43 GMT -5
I just looked at the new Panzerfaust rules last night www.darksondesigns.com/files/AEWWII_OTW_3.pdf and I have to say that they are pretty interesting. Not so much in their use but in how they are deployed. Those rules give a pretty impressive punch to the Germans. I am not criticizing here but I am wondering why they are deployed how they are. I would think balance wise that this might be a bit too powerful. Keep in mind I have not used these in play yet. So this is just my opinion with looking at the rules.
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Post by evernevermore(john) on May 3, 2008 19:13:13 GMT -5
I think they are deployed that way because thats how it happened in the real world - remember though these are one shot weapons. As I read it you get a nice punchy shot and then your down to a pistol and grenades
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Post by evernevermore(john) on May 3, 2008 19:44:42 GMT -5
Ok my bad - they have a large supply
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Post by tordenskjold on May 4, 2008 3:04:46 GMT -5
I had some of the same thoughts when I read the rules (haven't tried them out either), but when you think about it their use actually is quite limited. With a range of only 12" you'll need to get your squad dangerously close to the enemy, and the penalty for long range means you'll have a hard time hitting anything even then. Also, you'll need to ugrade your volksturm to regulars to get anything out of the panzerfausts, and the firepower of whermact squads will be greatly decreased if one member carries a panzerfaust.
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Post by malkcntent on May 4, 2008 14:14:55 GMT -5
I had some of the same thoughts when I read the rules (haven't tried them out either), but when you think about it their use actually is quite limited. With a range of only 12" you'll need to get your squad dangerously close to the enemy, and the penalty for long range means you'll have a hard time hitting anything even then. Also, you'll need to ugrade your volksturm to regulars to get anything out of the panzerfausts, and the firepower of whermact squads will be greatly decreased if one member carries a panzerfaust. Tord is totally right on this one. These factors make the panzerfausts quite limited. Wehrmacht need 5+ to hit with them outside of 6" and Volkssturm need an abysmal 6. With the GEW's or StG's you have the option of suppression and with the KAR's you've got an amazing 36" range. While the panzerfausts are definitely one-hit wonders and great anti-robot and anti-Buffalo weapons, you gotta get pretty close to use them well. We playtested them and they worked pretty well - effective, but limited. Give them a shot and let us know what you think. -Matthew
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Post by jeffhiatt on May 4, 2008 17:18:06 GMT -5
I plan on having some in next weeks game. The thing about getting close to use it effectively, there are quite a few thing that that you need to get close to use it effectively. Of of the top of my head I can think of a few ways that these can be pretty nasty.
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