Can someone explain 4.2 Rocket to me

By Dcal12, in Dust Warfare

I am sure when you do, I will be like "duh that makes sense". But as of right now I am confused by the 4.2 Rocket.

Does it just attack a squad with 2 armor with 5 dice, then reload?

It says the weapons are one-shot weapons that will clear the enemy in a blink of the eye. This is with 5 dice?

thanks

Yes it's a reload weapon. Case of fluff does not equal rules, kind of a silly line of text I think

Yes, is is a 5 dice attack against all non aircraft that does one wound for each hit scored… so it can clear troops, but is only likely to do 2-3 wounds…

In this case I would suggest that this is an example where the rules were changed at the last minute and the fluff was not modified.

During all our playtesting of Dust warfare last year (I was in Andy C's test group) the 4.2" rockets were always single use.

'Single Use' was an actual trait until the latest iteration of the rules. UGL's, Panzerfausts and demo charges were also single use.

Harikaridog said:

In this case I would suggest that this is an example where the rules were changed at the last minute and the fluff was not modified.

During all our playtesting of Dust warfare last year (I was in Andy C's test group) the 4.2" rockets were always single use.

'Single Use' was an actual trait until the latest iteration of the rules. UGL's, Panzerfausts and demo charges were also single use.

I'm surprised by the changes to the Demo Charges. Now they hurt infantry too, and aren't single-use, and aren't even reload weapons. They make the BBQ squad quite a bit more powerful than they were in Dust Tactics.

Harikaridog said:

In this case I would suggest that this is an example where the rules were changed at the last minute and the fluff was not modified.

During all our playtesting of Dust warfare last year (I was in Andy C's test group) the 4.2" rockets were always single use.

'Single Use' was an actual trait until the latest iteration of the rules. UGL's, Panzerfausts and demo charges were also single use.

If you wouldn't mind, I'd like to pick your brain on what I see as some balance issues? It may be related to misunderstanding some rules. I had tried to discuss them in a previous thread however some rabid fanboyishness clouded what could have been a civil discussion. Is there a preferred method I could contact you outside of this thread?

its worth mentioning also a problem that may be required for the FAQ.

with the steel rain it posesses the petard morter and the rockets. Both can be fired like artillery weapons. It says that artillery weapons can be fired directly as a standard attack action - am i to presume that like all other attacks it may add any other weapons to said attack? If so, should'nt the rule read : "artillery weapons can be fired directly as part of a standard attack action"?

I say this as if the steel rain cannot fire both its artillery weapons either indirectly or directly in the same action/sustained action, then it is clearly bloated for cost. Im sure the intention was for it to be able to do so, but id like confirmation.

The loss of the single use weapon attribute for 4.2" rockets also meant another major change for Steel Rain.

You did not have to fire off all rockets simultaneously, you could fire 1, 2 , 3 or 4 .

Each rocket had a 3/1 rating right across the board.

So if you unloaded all 4 at the same time you would have a 12/1 fire effect, 6/1 if you just fired 2.

So although in this version of the rules you lose the ability to fire every other turn, you were able to fire a single massive barrage if you wished (all your eggs in one basket).

Personally i think this better met my perception of the 'Steel Rain'

With the option of a 1-4 shot barrage, the rockets would perform much more like I would think they should, too. Hmm. Sounds like a case of "too effective in playtest opinion" 'nerfing.'

Could be to do with game length as well? The average DT game is 8 turns I think compared with 5 for Warfare.