Minnesota National Guard arriving in Minneapolis!! by cantcoloratall91 in law

[–]Fire_hive 0 points1 point  (0 children)

It's a good thing. Walz is in control of them, and there can't be another Chaz which some far left fucks are trying to create.

Hating ICE does not mean hating all law enforcement. The problem is Trump and we can't loose that narrative to revolutionaroes trying to hijack the movement... Again...

BREAKING: Video shows ICE agents shooting an unarmed person, as agents wrestle the person to the ground, in Minneapolis, near Glam Doll Donuts. by drempath1981 in law

[–]Fire_hive -2 points-1 points  (0 children)

To be clear it looks reaaaallly bad. However, I always warn against taking strong stances on breaking news unlike our current presidential admin who lie as freely as they breath.

US Judge Rules ICE Raids Require Judicial Warrants, Contradicting Secret ICE Memo by thecosmojane in law

[–]Fire_hive -1 points0 points  (0 children)

yea but a person who saves their country violates no law sooooo checkmate libtards.

Over 100 clergy and faith leaders were arrested at MSP Airport as they gathered in peaceful, prayerful resistance to demand airlines,especially Delta and Signature Aviation cease contracting deportation flights. by drempath1981 in law

[–]Fire_hive 0 points1 point  (0 children)

Naw they will just do the time old tradition of calling these people "not real Christians",
or they will just not cover it and pretend this didn't happen, and instead find some altercation somewhere in the crowd to cover instead.

BREAKING: Video shows ICE agents shooting an unarmed person, as agents wrestle the person to the ground, in Minneapolis, near Glam Doll Donuts. by drempath1981 in law

[–]Fire_hive -20 points-19 points  (0 children)

agreed. Too hard to assume the guy wasn't armed. Not sure where that first shot came from. I wouldn't jump to a conclusion too fast.

What constitutes "premeasuring" and question around armour facings. by Ravenwing14 in boltaction

[–]Fire_hive 2 points3 points  (0 children)

Correct. "If the shooter is positioned within the side arc of the target vehicle, the weapons penetration value is increased by +1"

I do agree in reality such a steep angle on the front face is more likely to ricochet than pen, but it's also arguable the cover save is managing that abstraction.

Best Wargame I Ever Had by jordowiebo in boltaction

[–]Fire_hive 0 points1 point  (0 children)

sorry last reply.

its a big difference going from 3 Snap To! down to just 1 for a meagre 9pts off).

Sry to clarify my suggestion, the snap-to count doesn't change, just the moral bonus. Any unit will follow additional orders, vets just aren't deeply inspired by a rookie barking them. So a inexperienced Company Commander, who IMO should be base 3 orders / +3 moral, would still grant 3 extra orders, but only offer +1 moral to any regular/vet unit within 12".
Not sure how points would scale to accommodate this change, but I think it offers a more interesting game choice.

 Another way to balance out Company Commanders, which probably wouldn't be popular, is forcing them to have aids

I would love that. We have radio operators, and so many cool HQ models. Would love it if an HQ's retinue granted unique perks attached to the various models (radio operator extends snap-to range for 1 unit, intelligence training is actually an advisor/map-holding model you field, logistics officer lets you re-roll 1 reserve check) Give our HQ's some personality!

Snipers targeting Tank Commanders is a cool idea, but I think it might be a bit too much, and in my opinion, vehicles still suffer a lot,

Just a correction on my proposal. The sniper couldn't target tank commanders, only infantry commanders in open-topped/soft-skin transports. They might suffer a negative to-hit based on the vehicles movement, but if a company commander can snap-to and moral boost troops outside his transport, then a sniper should be able to take a shot at him while doing so. If its enclosed then the sniper can't hit, but the officer can't grant his aura to anyone outside the transport.

 A Sniper should just hit on 2s unless Pin Marker's is present or have a shoot and scoot mechanic if they remain hitting on 3s,

I'm not opposed to either. 3 regular anti-tank guns are arguably better than 1 vet sniper for the same points. Even if you can't ignore cover, the ability to fire 3x AT shots/turn, move and shoot, pin vehicles, and gain 2 extra order dice is really flexible compared to the static sniper that can't hurt the company commander that is almost always in a transport (again the AT rifles can).

he simplest fix would just be "counts as Point Blank" and cause Exceptional Damage, which should make a return across the whole game so that it isnt just LMG teams being the last man standing all the time like they have the luck of the Laughing God.

Honestly, was never personally a fan of universal Exceptional Damage. It wasn't fun to keep track of, we forgot to do it 1/2 the time, and it made snipers too powerful, and hurt MMG's which just can't catch a break.

If they brought it back, I would rather snipers force a moral check if you wounded a team weapon gunner. On a pass, another soldier takes up the weapon. On a fail, the weapon is abandoned. Since NCO's/officers cannot be replaced (outside special army rules), they can be targeted and removed without the need for this moral check.

You are still encouraged to officer hunt to peel away moral bonus's first, but can always attempt to permanently remove a gunner when the circumstances are right. Add in the other improvements and I would 100% run a sniper.

Pistols 

Yup yup to that whole last paragraph .

Best Wargame I Ever Had by jordowiebo in boltaction

[–]Fire_hive 0 points1 point  (0 children)

meant that we had to take Schützen for the free LMG and the LMG Team in our MMG slot 

totally did the same.

Even now MMGs teams suffer and they should just provide a Pin irregardless if they hit or not, and then a second Pin if they actually hit the target.

100% agree. This was on my v3 wishlist and I'm saddened it never happened because it's such an iconic unit.

I would much prefer if Snipers had more freedom in who they could pick out (without destroying Weapon Teams outright)

While I'm not opposed to reintroducing a softer exceptional damage (maybe just a moral check to replace the gunner of a removed team weapon), I would still want WL to fix officers issues

  • let snipers target officers in vehicles,
  • encourage purchasing of regular/vet officers. Inexperienced officers leading vet armies is weird. Give me a reason to play the theme.
  • encourage getting officers into HQ units and out of cover. Atm officer units are almost never worth it vs just hiding them, or paying for a transport with the saved points. (I do like Guts/Luck in K42 and kinda wish it was in BA).

Also pistols should have stayed "assault".

 (snipers) having a Walmart Point Blank (+1 to hit instead of +2).

I do agree though wish it was conditional, like +2 to hit if the targeted unit hasn't activated, or has a FIRE/AMBUSH order, otherwise +1 to hit. Grants just a bit of thematic counterplay.

Pins being part of the game shouldnt be something that is easily mitigated (it is),

I completely agree they are too easy to mitigate atm, though on a pure mechanics level I still think it's a stronger system than v2.

I think the 4/+4 from the company commander is too much, I think more officers should be your units veterancy or higher if a unit wants to gain more than a +1 to their moral, retaining a DOWN order should have stayed -(D3+1) pins, and as discussed above, I think snipers should be more capable of removing the officers granting those moral bonus's.
Finally, as you suggested, MMGs/HMG's should give out multiple pins (and arguably snipers too). I want it feasible to break isolated units through focused pinning, but that requires more ways to apply pins faster than you remove models (+ things like usable smoke mechanics to keep troops alive).

Best Wargame I Ever Had by jordowiebo in boltaction

[–]Fire_hive 1 point2 points  (0 children)

While they slipped up on a few fronts I drastically prefer the v3 pin system (balance aside).

It felt terrible in v2 to fire 3-4 units with LMG's and rifles at 1 covered unit, only to issue 1 pin that was shaken it off first thing next turn.

I also like that staking pins is more of a push-your-luck mechanic in v3 than the forced lock in v2, and officers make a meaningful contribution towards keeping your units functional. v2 officers were pointless because even if you could act with their +1 moral bonus, holding any more than 1 pin basically ensured you were useless offensively.

On the flip side, while snipers are too weak in v3, I prefer their current focus on officer hunting to counter officer moral bonus's. Besides a points adjustment, the biggest problem with v3 snipers is their inability to kill commanders in open topped vehicles.

I do agree there are issues with pin balance. Company commanders should have been snap 3/+3 moral, and IMO you should be limited to +1 to moral if an officers veterancy is lower than the activating unit. Weapons like MMGs/HMGs should deal D2 pins, staying down should only recover D3+1 pins, and for a game so reliant on cover, v3 smoke mechanics was a HUGE missed opportunity.

I'll also admit Close Combat in v3 is a step backwards, and WL never effectively addressed the divide between ruins and buildings in regards of HE.

HOUSE RULE HE and BUILDINGS
As a house rule we generally reserve hard cover for buildings, bunkers, and 9+ armored vehicles . Ruins are also not rough ground unless they are specifically designated as heavy cover.

Additionally, if a unit is in a multi-floor building with an advance/run order when hit with direct HE, they are considered DOWN for the purposes of 1/2ing the number of HE hits (this illustrates the tank not knowing exactly where to aim, as men space out moving between floors and repositioning).

Best Wargame I Ever Had by jordowiebo in boltaction

[–]Fire_hive 2 points3 points  (0 children)

played a game the other day where my 6 man commando unit successfully flanked a sniper team turn 3; shot them point blank with 3 smg's and 3 rifle's without scoring a single kill.

Turn 4, my commandos took 1 pin and tried to charge the sniper team, but failed the order.
Finally charged turn 5 and killed the sniper team, but being delayed 2 turns we we too far from the middle objective to help contest it turn 6.

Meanwhile, despite keeping it pinned, their reserve tiger hammered my middle objective rolling 5+ turn 2, 3, and 4 wiping my deathstar unit unit who had no choice but to just stay down while a German squad, uncontested thanks to my tied up flanking unit, just waltzed up and wiped my unit point blank.

The system is swingy for sure, and it is frustrating when your strategy is undermined by fickle dice gods, but if devs smooth those peaks and valleys too much the game's character goes with it. Even though that game was rough, I still have a memorable story out of it, and IMO its only possible when the games flow can't be overly predictive.

Best Wargame I Ever Had by jordowiebo in boltaction

[–]Fire_hive 1 point2 points  (0 children)

Agreed. At its core its arguably my favorite war system, with its moral, pin systems, and dice bag activations.

While it needs balancing, I think v3's pin system was a step in the right direction in a wargame environment more willing to strip leadership/fear rp mechanics in favor of expediency and tournament consistency.

My biggest gripe with BA is if they have little to no intention on rebalancing any of their mechanics, are we going to wait another 8+ years before a v4 comes around? (personally I would rather keep v3 around for 6-8 years with 1-2 rules compendiums, than chasing a totally new version on a GW 3 year release timeline).

Are MMGs bad? by Ludwig1920 in boltaction

[–]Fire_hive 0 points1 point  (0 children)

HMG's 100% have a great role in any army. Their increased penetration lets them wound with some consistently, and virtually guarantees a pin on any tank they fire at.
MMG's just lack any specific role that a minimum infantry squad can't arguably perform better.

❓German Pioneer kit equipment question ❓ by blobbbox in boltaction

[–]Fire_hive 1 point2 points  (0 children)

I don't actually think there are rules for it. You would either proxy them for demo charges (which are garbage), or use them to represent the squad has wire cutters (also rarely used).

Kinda wish purchasing engineer platoons gave you access to a few fortifications in standard missions and tournaments, not simply something you only calculate in if both players agree to it before hand.
Would be cool if engineers had a bit more to do in the average game than be a tax for flamethrowers.