Lead Adventure Forum
Miniatures Adventure => Future Wars => Topic started by: NickNascati on 26 September 2012, 02:18:04 AM
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All,
I just posted on TMP, and would like to see what the collective mind here thinks. There are some really neat Starship Troopers type power armor models coming out in both 15mm and 28mm. I am very tempted by the Hardsuits promised by Defiance Games. What rules will give a good game?
Nick
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Tomorrow's War does a good job of distinguishing between PA and non-PA troops. One of the scenarios in the book pits five guys in power armor against a pretty big mob of non-PA guys, and it gives a fair fight.
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Depends on how awesome you want your power armour to be. Is it slow, meandering suits...or fast, powerful suits (ala Space Marines and their ilk).
Good things about generic power armour:
-enhanced strength
-excellent ballistic protection
-(possible) enhanced speed
-atmosphere protection
-load carrying capability
-Sensor suite for information gathering
Bad things about generic power armour:
-Poor visibility
-Limited power/oxygen/fuel
-Poor mobility/flexibility
-Limited manipulation of limbs/hands/claws
-Slow
-Poor reaction time/initiative
-Power unit subject to EMP or shortages etc.
I always like balance in my units. If I'm making a game, I like to keep from creating an "uber" suit or unit. My buddies and I always talk about adapting those old 2nd gen rules for Warhammer 40K ---- they released a set of rules which portrayed space marines on the table as they were in the books/fiction. Meaning a 1,000 pt. game had perhaps five space marines who would kick the crap out of everything on the board etc.