Posted on 26 June 2014 at 10:01:56 GMT I agree on the amounts of dice; easy as using the existing stats would be, I might go for riflemen one dice, SMG two, LMG three (and needs a loader - still a net bonus, and more range, but not overpowering), GPMG (MG42 type on bipod) four (and needs loader), MMG team six (but requires a three man crew) SMG 10cm range, rifle 30cm, LMG & GPMG 40cm, MMG 60cm. If no loaders on a team (mortars/bazookas/shrecks/ATR's/flamethrowers etc incl.), drop a point for activations for each man missing. Saves on infantry - I'd ditch that, but tie suppress to experience as you kind of suggest - conscript/militia/unwilling/stupid on fours, experienced on fives, veterans/highly motivated on sixes. I'd probably also follow the FWC lead and use reduced hits - maybe four for normal infantry, three conscript, five extremely motivated! |