After reading the rocket glove rules and the panzer glove rules it feels like something was left out on the Panzer Gloves so in the games my buddies and I play at my house I'm going to offer a potential home rule and hopefully you guys can help tweak it. I don't want it to be overpowered, nor do I want it to be underpowered though. I understand that the Gorilla's and Zombies both have some awesome abilities but they also have some other aspects that have helped contribute to their lower point costs. My proposed rule on the Panzer Gloves would be as followed…
Panzer Gloves
- When attacking
vehicles
all successful |+| markers allow for one additional roll to see hit. Any successful hits after that are business as usual and no further hits can be rolled. When attacking infantry, the Panzer Gloves will work the way that they do currently in the rulebook.
I think it's a nice happy medium. It doesn't over power it, doesn't under power it. Just the decription about the Panzer glove and how it spoke about the electric blast it got me thinking… "Why is this so much weaker than the Rocket punch? Did they leave something out? Is it a typo?"
I'm putting this on here because I know a lot of people have been talking about potential home rulings, fixes, ect., to some of the rules that they may personally find broken or the likes.
Home Rule - Panzer Gloves
CSMason26 said:
After reading the rocket glove rules and the panzer glove rules it feels like something was left out on the Panzer Gloves so in the games my buddies and I play at my house I'm going to offer a potential home rule and hopefully you guys can help tweak it. I don't want it to be overpowered, nor do I want it to be underpowered though. I understand that the Gorilla's and Zombies both have some awesome abilities but they also have some other aspects that have helped contribute to their lower point costs. My proposed rule on the Panzer Gloves would be as followed…
Panzer Gloves
- When attacking
vehicles
all successful |+| markers allow for one additional roll to see hit. Any successful hits after that are business as usual and no further hits can be rolled. When attacking infantry, the Panzer Gloves will work the way that they do currently in the rulebook.
I think it's a nice happy medium. It doesn't over power it, doesn't under power it. Just the decription about the Panzer glove and how it spoke about the electric blast it got me thinking… "Why is this so much weaker than the Rocket punch? Did they leave something out? Is it a typo?"
I'm putting this on here because I know a lot of people have been talking about potential home rulings, fixes, ect., to some of the rules that they may personally find broken or the likes.
For a game that just came out there sure are a lot of people that feel the need to add/change/house rule so many rules. How about playing some games with the rules as is and post your findings about how things don't/did work with game results. Things may look bad/good on paper but in play don't work the same way you think they do.
We are playing the rules the way they are written. So far even the allied players are scratching their heads a bit at the brutal difference between the gloves and rockets but we are chalking it up to difference in point costs and unit special rules. So far it seems allies are more geared towards speed, CC, and close in shooting with all the flame stuff which seems to explain the difference between the panzer gloves and rocket punch. Axis appears to be more about shooting and toughness of both units and vehicles from what I can tell.
Well I will say I love that, considering how positive I am about the game I do find it ironic that I'm the one someone comes to talking about what everyone else is doing. As I've said from the start, if there's something you don't like about the game you can simply house rule it. Everyone does it, anyone who played AT-43 HAD to do it so where I respect your ability to say whatever you want, don't make assumptions. Just because I said I simply read the rule doesn't mean I haven't played a game but that aside…
There have been people on the forum that have recommended we put out possible home rules that we all come up with. If anyone would like to add some suggestions, feed back, or criticism about the RULE rather about what other people are doing, go for it.
Not judging… but for the record, we loved AT43 and never house ruled anything
blkdymnd said:
Not judging… but for the record, we loved AT43 and never house ruled anything
So you were ok with the close combat? Or lack there of?
CSMason26 said:
blkdymnd said:
Not judging… but for the record, we loved AT43 and never house ruled anything
So you were ok with the close combat? Or lack there of?
Yeah, the maneuvering/range heavy style system was pretty appealing to us after so many years of bashing our heads together mindlessly in 40k.
blkdymnd said:
CSMason26 said:
blkdymnd said:
Not judging… but for the record, we loved AT43 and never house ruled anything
So you were ok with the close combat? Or lack there of?
Yeah, the maneuvering/range heavy style system was pretty appealing to us after so many years of bashing our heads together mindlessly in 40k.
Yeah, we had 2 Therian players in about a 10 player gaming group. We pretty much found a way to combat most things the game had, Babylon was about the only real broken model and thankfully that was towards the end of the run.
We had 3 Red Blok, 1 Karman (which no one liked playing against. He was a rules lawyer.), 3 UNA, and I was the only Therian. We felt a lot of the rules for the English version was subpar to the French and German ones so we had to improvise on some things. We did the combat rulings to help the UNA and Red Blok players who would overwatch and lose it the moment Atis and her squad of Golems appeared to fight. Especially since she could teleport and get you really, where ever she could see. I loved her. And my two Poltergiests that I would run… infantry had problems.
CSMason26 said:
We had 3 Red Blok, 1 Karman (which no one liked playing against. He was a rules lawyer.), 3 UNA, and I was the only Therian. We felt a lot of the rules for the English version was subpar to the French and German ones so we had to improvise on some things. We did the combat rulings to help the UNA and Red Blok players who would overwatch and lose it the moment Atis and her squad of Golems appeared to fight. Especially since she could teleport and get you really, where ever she could see. I loved her. And my two Poltergiests that I would run… infantry had problems.
Lol, our main Karman player was our rules lawyer too…
blkdymnd said:
CSMason26 said:
We had 3 Red Blok, 1 Karman (which no one liked playing against. He was a rules lawyer.), 3 UNA, and I was the only Therian. We felt a lot of the rules for the English version was subpar to the French and German ones so we had to improvise on some things. We did the combat rulings to help the UNA and Red Blok players who would overwatch and lose it the moment Atis and her squad of Golems appeared to fight. Especially since she could teleport and get you really, where ever she could see. I loved her. And my two Poltergiests that I would run… infantry had problems.
Lol, our main Karman player was our rules lawyer too…
That's one of those armies a rules lawyer kills at too because their drum guns are so dangerous.