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TW and TC
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Vagabond
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PostPosted: 28-Jul-2009 05:25    Post subject: TW and TC Reply to topic Reply with quote

I was just looking over the rules again and noticed that TCs have been changed. Where previously a TC did NOT use the Aimed Shot rules, it now does. Previously, if you hit with an Aimed TC attack you hit that location. So you either hit or you missed, no in between. Now, however, you do use the Aimed Shot rules; meaning that if you hit after taking the +3 mod you MAY hit the location.

Is it just me or does this make the aimed shot feature of TCs not worth using anymore. If all i'm getting is an increased likelyhood of hitting the location i want then the +3 mod just is not worth it anymore. Maybe they should have decreased the mod to +1 for a total penalty of +2 after loosing the -1 mod.

I'd even say that as a house rule a unit should be able to perform an aimed shot at +3 without TC and +1 with a TC. Its not like your getting that big of a bonus for attempting the attack. How often can units handle a +3 mod anyway.

Your opinion?

PS. For completeness I think that if a player allows EI that the mod should be +2 and +0 with TC. Again, i'm not seeing a lot of bonus with an aimed attack anymore.
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PlaywithLAMs
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PostPosted: 08-Mar-2010 14:08    Post subject: TW and TC Reply to topic Reply with quote

How about an aimed shot can be done when using a probe connected to weapon(s) being used to do said aimed shot? Of course if the target of said aimed shot is in effect radius of an ECM hostile to attacker, then that aimed shot can't be declared.
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Karagin
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PostPosted: 08-Mar-2010 14:27    Post subject: TW and TC Reply to topic Reply with quote

Standard IS ECM aka the Guardian does not disrupt TCs. Angel ECM does, so it would depend on which was in use. But given that neither of them have that long of a range to actually jam the TC at the source they become pointless in themselves as the rules are written.

I think they did this when they closed the loop hole of the Pulse/Targ Combo that the munchkins and must win at all cost power gamers liked to use.
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EmeraldaWebb
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PostPosted: 25-Mar-2010 16:11    Post subject: Re: TW and TC Reply to topic Reply with quote

wrote:
I'd even say that as a house rule a unit should be able to perform an aimed shot at +3 without TC and +1 with a TC. Its not like your getting that big of a bonus for attempting the attack. How often can units handle a +3 mod anyway.


I totally agree with that statement. In MechCommander, you can order a MechWarrior to attack a target's location even though he/she has no targeting computer to use during said attack (I'm guessing that in CBT universe that MechWarrior's targeting system has a number keypad that can aim attack(s) against location(s). I'm also proposing that attacking the head of a 'Mech should be a capability but since it's a small target how about an additional +3 to-hit modifier so such an aimed shot without TC would be +6 and with a TC would be +5. I'm sure Clanners can do such TC attacks against 'Mech heads during Trials of Annihilations. I also propose allowing a MechWarrior to use TC against multiple targeted locations and/or multiple targeted units in a turn though I don't know how realistic this would be, but that would provide better game balance.
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