Hey everyone,
So I guess there's been some ambiguity on what exactly UGL does to cover…the rulebook does imply that adding a UGL to an attack negates all cover for other weapon attacks as well, but I find that a little ridiculous (I'm an allied player, btw). Especially since you can now split attacks even further, UGLs are already powerful from their auto-suppression. I kind of understand why they did that, because I've had a hell of a time trying to house-rule how armor rolls and cover work when you have an attack that includes both normal and cover-negating weapons.
Because of that, I've been playing that all "bullet damage" is subject to normal cover rules, but grenades ignore it. The only problem with this is trying to keep a consistent method of applying the two damage types without having to treat it as two attacks and two armor rolls.
For example, lets say I attack an armor 2 squad that's in hard cover, and score 3 bullet hits and 3 grenade hits. Lets say the squad rolls a double hit on the armor roll.
Rule A:
I'd say the armor roll negates two bullet damage, and cover takes one more, then the grenades come through (total damage: 3)
Rule B:
…but my opponent would try to apply his armor roll to two grenades, and claim that the cover takes out two bullet damage (total damage: 2).
Rulebook rule:
Cover ignored. 6 damage - 2 armor (total damage: 4)
Now lets say I'm attacking an armor 3, DR unit in hard cover. I roll 4 bullet and 4 grenade. He rolls 3 armor save hits, and a DR hit.
Rule A:
Armor, DR and cover applied to bullets. Grenades get through. (Total damage : 4)
Rule B:
Cover takes 2 bullets, 2 get through. DR and armor knocks out all the grenades. (Total damage : 2)
Rulebook rule:
Cover ignored. 8 damage - 4 Armor/DR. (total damage : 4)
So on one hand, its pretty ridiculous to allow him to apply armor rolls to specific damage hits and weasel out of a few damage points…But on the other hand, I'm kind of doing the same thing by insisting that bullet be considered first…
Any ideas on how to handle this sort of thing? We're basically trying to tone down the UGLs a little bit without having to seriously slow down the game. As it is now we end up factoring out the different damage outcomes before arguing/agreeing on one. I obviously don't want to completely nerf myself, but I also don't want to have a situation where he's completely screwed just because I have a few UGL units in range.