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Post by gnomesofzurich on Jan 7, 2011 16:30:55 GMT -5
I do miss overwatch a bit. It's a nice option strategic option. I like the one from gnomesofzurich: Overwatch (Special Action) The model in question covers an area, preparing to fire on enemy units that move within its line of sight. A model taking the Overwatch special action must expend all its action points to do so. Each time an enemy model moves into the line of sight of the model taking the Overwatch special action, the model in question may fire upon it up to a maximum number of times equal to the number of action points expended.Except for the forced use of all AP. Other than that it's clean and simple Glad you like it. It could be adjusted so that you weren't required to expend all Action points; just limit the number of fire actions equal to the number of action points spent.
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Post by rickypimous on Feb 24, 2011 6:44:54 GMT -5
I was also surprised not to find an overwatch rule. But I'm wondering if it wouldn't slow down the game.
Now about above rules ideas itself, here is my point of view : - Overwatch shouldn't force you to spend all action, else it become unbalanced for Elite vs Green unit. - Overwatch should stay until unit next activation (not stop at the end of the turn) - Overwatch shouldn't let you "keep AP" because, as it doesn't stop at the end of the turn, it might increase the AP of unit if it use its overwatch on the following turn it started its overwatch but before it's activation. You would then find Elite with a possible 8 action (including at least 4 "overwatch-shots"). - Overwatch shoud get limitation making it less interresting than a normal shot (just like running is less interresting than walking 3 times).
Now my idea for overwatch : - Special action costing 2AP (impossible for green, they are just too excited...). - Stay until unit next activation or shot (=use the overwatch). It means it can only shot 1 time for a 2AP spending. - Shot possible only on unit that ENTER the LOS of the overwatching unit, not unit already in LOS. - And maybe : when a ennemy unit enter the LOS, overwatching unit must suceed a drive test if he want to HOLD its fire. Unit with low drive would then automaticaly fire at the first ennemy that appears, and not at the best condition (still far away or behing partial cover).
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Post by Cilionelle on Feb 24, 2011 7:05:03 GMT -5
Overwatch (Special Action) The model in question covers an area, preparing to fire on enemy units that move within its line of sight. A model taking the Overwatch special action must expend all its action points to do so. Each time an enemy model moves into the line of sight of the model taking the Overwatch special action, the model in question may fire upon it up to a maximum number of times equal to the number of action points expended. At first I saw little difference in this and simply activating the model next in line. But it is a little difference. And it's that you're interrupting a potentially harmful move, that may end, if uninterrupted, in the death of a model. I think the Special Order / Dirty Trick could be even simpler... "Overwatch - During an enemy model's movement, you may activate a model not previously activated this turn with LOS to the moving enemy model, spending AP as normal. If the model remains on the table at the end of your model's activation, it continues with its activation. The model used to interrupt may not activate again this turn." That way, models with Special Abilities (such as Psychic stuff or gear) can use those things too, rather than just shooting. This leaves
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Post by lorka on Feb 27, 2011 5:42:15 GMT -5
I rather like that there is no overwatch in this game, when I played it first I thought this game is missing overwatch, but no I am leaning toward that it don't really need it.
If you include overwatch it should be only for standard shooting and with a penalty of say +1 to RC at least. Also only one 1AP shots no long rifles etc allowed.
No using Psychic stuff and no suppression.
Overwatch rules are mosly so that melee isn't to overpowering but the rule that you can only charge a unit where you have LOS is good enough, of course an experience unit can still 'walk' into melee from under cover, but you should be able to avoid that situation most of the time.
A good way to make overwatch is to make it a Dirty Trick:
Overwatch: After each use of AP by an opponent you can declare Overwatch and halt the opponent activation and activate one of your units (you can only chose a unit that haven't been activated yet - unless you use this DT together with another DT that allow you to re-activate a unit). The opponent can complete his or hers activation after you if the activated unit is still able to continue.
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beyer
Private
Science. It works bitches!
Posts: 16
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Post by beyer on Mar 1, 2011 4:04:28 GMT -5
Since the rules for AE Bounty are so much like those for Dark Age, why not integrate the Overwatch/Hold mechanic, where you spend 2 AP and end your activation afterwards to go on Hold. These AP can be used during your opponent's turn but you can only use 1. You trade off 2 AP for 1 AP at a better time. You can only use the 1 AP for a single move or a single non-supressing shot using your weapons regular RoF. You cannot interrupt an opponent's expenditure of AP to use your Overwatch AP. So your opponent gets to finish whatever he is doing, one AP at a time and you get to interrupt in between. If your opponent can catch you in BtB you therefore have the option of breaking from BtB. If your opponent is caught in the open you get a chance to take a shot before they spend their next AP.
I don't know about penalties to ranged fire, and whether they should be prone to a DR test or not.
But spending 2 AP, getting 1 AP for a single non-interrupting move or a single non-surpressing ranged attack is pretty simple.
This also means that green units cannot go into Hold, and you can't swamp your opponent with inexpensive pirate guard dogs. A regular wil spend his entire activation going into Hold. And a veteran can move slightly for position and then go into Hold.
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Post by dijit80 on Mar 8, 2011 17:29:41 GMT -5
I must admit I quite like beyers suggestion.
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Post by abbysdad on Mar 8, 2011 22:54:16 GMT -5
That has a lot of potential for a dirty trick.
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Post by macnam on Apr 21, 2011 16:35:18 GMT -5
Quoting from my old MacNam's Maulers thread darksondesigns.proboards.com/index.cgi?board=mercs&action=display&thread=2574 (which predates this one considerably): Overwatch: As its activation, a model may turn to face any direction and then expend all its actions to go on overwatch. A model on overwatch may interrupt the activation of a model that is in its line of sight by making a ranged attack against that model. This interruption can occur at any point in the triggering model's activation, and can take place part way through a given action. For example, if an enemy spends an action to run past a 1" wide open doorway that is in line of sight of a model on Overwatch, it can be fired at in the middle of its movement action, depriving it of cover. Similarly, a model that starts in line of sight and spends an action to move around a corner can be fired at before it leaves view. This ranged attack consists of either a single shot from its weapon (for weapons with a RoF of 1:1 or lower) or shots equal to their weapon's RoF (for weapons with RoF of 2:1 or more). Phact (or other models with similar multi-weapon use rules, such as duelist heroes) can fire with multiple weapons as normal. All normal rules apply to this attack, and in addition the RC score of the firing model is penalized by +1. Weapons with Reload may fire during Overwatch but the APs required by the Reload trait must be spent in a later activation before the weapon can be fired again. Grenades cannot be used for Overwatch. A model remains on Overwatch until it makes a ranged attack, or until it is engaged in melee combat, or until the beginning of its next activation, whichever comes first. Never did get to playtest this adequately, since (as I said on the original thread) the game flamed out locally last fall, and shows no signs of coming back, to my regret. None the less, I hope the above helps people who are getting to play. For a rules set I never won a game of, I'm still unnaturally fond of AE Bounty.
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Post by jimbob on Jul 13, 2011 18:06:26 GMT -5
First thing is really to work out what Overwatch is meant to fix: I'm guessing it's to stop that Elite headtaker with gravbelt moving from cover to melee with you before you can do anything about it? Or stop people running across the corridor you're watching, starting and ending out of LOS?
I suggest making it cost 1Ap to set overwatch and it ends your activation. Any AP left are placed on the figure as 'overwatch AP' counters.
At any time from the end of the activation to the end of the whole turn that a figure enters LOS or spends an AP in your forward arc, you can spend Overwatch AP to fire at them once (so one Aps worth for 2:1 or better weapons, 2AP if using a 1:2 weapon).
Unspent Overwatch AP are lost at the end of the turn.
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