The Commander Series Forum

Forum Home Forum Home
ImageCurrent Forum Category Future War Commander
ImageImageCurrent Forum FWC Rule Queries
ImageImageImageCurrent Topic Unit points values
Post Reply
Post Reply
Author Page 1 
Jam1999
Earth
Joined 25/02/19
Last Visit 25/02/19
1 Posts
Posted on 25 February 2019 at 21:43:31 GMT
when calculating points values for units, the weapon stats for Smart missiles and Flamethrowers seem odd. They don't cost extra, Smart missiles ignore saves but can only fire once a turn, flamethrowers ignore all cover but have no range limit and the points is meant to balance with 'the increase in assault value' but it doesn't explain that anywhere I can see.

So it's possible to fire and move with volleys of ignore save weapons and murder pretty much everything, or destroy lots of things with a 6/120 flamethrower...

anyone shed some light on these?
Small All
United Kingdom
Joined 02/10/08
Last Visit 20/03/21
2 Posts
Posted on 26 February 2019 at 11:22:05 GMT
A 6/120 flamethrower will cost you 135 points on top of the costs for the troops

Ok so it will kill things but from my experience it will be pretty high on the enemy's list of things to kill

Smart missiles have pros and cons

They are cheap especially as there is no extra cost for having a "no save" weapon. This will be rectified when we get round to doing a new version of FWC.

However they can only fire once per turn - either in the player's own turn or in opp fire.

They are only good against armour - if you are facing a mainly infantry / soft vehicle force they are useless

As a long-time Pax Arcadian player, my infantry never leave home without their smart missile upgrades but if you look at their "historical" opponents - the Andraydans & Kraytonians then they are seriously outgunned if they don't have them
Page 1