(nealhunt @ Apr. 16 2007,09:17)
QUOTE
Blarg: ?Let me get this straight...
You are claiming that choosing 1 of 2 columns on a single chart creates "multiple pains in the ass" but choosing from a combo of 3 different abilities which can be used in any combination, some of which apply to the barrage as a whole, some of which apply per target formation, and some of which apply to individual targets, plus creating 4+ new specialist abilities solely for the use of artillery is straightforward?
Please explain. ?To me, that's almost an entirely separate game.
Neal,
Sorry I missed this earlier, I didn't mean to blow you off.
Yeah, lots of tables stink. We should keep tables to a minimum, and keep them simple. That was the main aim behind the slightly revised table I posted.
The table from the rulebook pretty much evenly spreads the addition of extra templates and the placing of extra blast markers. It's nice, but you don't get any flexibility from your artillery. If you were to completely ignore the +1 to hit option and the extra specialist abilities I have proposed there are only two differences between my barrage table and the barrage table in the book: a tweek in the structure of the table with a change in the distribution of BP, and the ability to select how you many templates -vs- blast markers you put on the table. If you were to keep the 3BP change, the MW hitting on AP, my table and the ability to select number of extra templates and extra blast markers you would have a pretty decent set of artillery rules.
Everything else beyond that is simply extra options, abilities, and restrictions to add a little more flavor to the different races and weapons. Don't like them? Fine, ignore them. But if you want the artillery to be more flexible and interesting then I suggest you playtest my rules and see how they go.