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9 posts
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Just got a job lot of metal scouts and one of them is the sniper, which I'd like to use but there are no rules in the WD 134 Scouts article. Was thinking that maybe it would have a special function when firing at targets over 12 squares away, like rolling 2 red dice if the shooter doesn't move, to reflect using the sniperscope, but two white dice if the shooter moves or uses it at a target less than 12 squares away.
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69 posts
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Hi,
I use a less elaborated rule. If the sniper doesn't move, the target's Armour Value is reduced by 1. Example: The sniper is aiming a Genestealer whose AV is 3 (roll a 4 to kill). He (the sniper) will not move during this turn, so he can use his special rule. In this case the Genestealer's AV is 2. Also, if his rifle has a targeter, he can reroll a die.
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG) http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA) http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA) |
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9 posts
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I like them both, I tried to reflect the fact that at close range the sniper rifle is not the most effective weapon.
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3125 posts
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While I like the rules (both ideas) I'm not sure snipers would be that useful in SpaceCrusade and snipers don't operate well in closed environments like the inside of space craft.
The 12 squares away rule illustrates this nicely - how often do you have a target more then 12 squares away in Space Crusade? - I'll tell you; almost never. The Space Crusade board sections are 12x12 squares and only 1 board section has a corridor that runs the full length of the board - so to shoot a target 12 or more squares away you'd need the target to be either standing at the far end of that corridor or for some else to have opened enough intervening doors between rooms, corridors across 2 board sections to open up that length of sight - and even then your enemies are most likely going to be standing closer than 12 squares away but don't take my word for it - do some play-testing and see what works for you ![]() Don't get me wrong, it's good to see some new weapon rules, especially simple and well thought out ones, but I'm not sure how tactically viable a scout sniper is going to be in-game ![]()
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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9 posts
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It's just such a nice figure I've got to use it, especially as I haven't got a heavy bolter scout yet. Of course, if you have started making labyrinths and long corridors with Space Hulk tiles the sniper comes in very useful.
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643 posts
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Has any of you played Fire warrior?
In some of the game play inside one of the Gothic capital ships you needed a sniper rifle, when you were fighting in a large factory area. If you had a very very large room with gantries, walkways it could possibly work. On another hand most sniper rifles today have a basic site ontop of the scope for snapfiring at sudden targets. I like the sniper models too. M
-- Mark RG (Game on)
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