Edited Oct 4 2k5 @ 5:37pm -ish:
Demian Rose wrote:I was in fact concerned with weirdness that could come about due to the fact that layers tend to "know" the position of enemy squads and could therefore have a given unit shoot at an area that predicts enemy movement in a fashion that would be highly unikely if the enemy weren't in line-of-sight or otherwise tracked. I do think you're right, however, in that a few simple rules might suffice: how about requiring templates to be within a certain number of inches of a sighted enemy squad? That way players can still help deny enemy movement, but must respect the fact that the suppressing units need a "bead" before they can do this.
Perhaps distinguishing between targetted suppression fire that's directed at a unit and "speculative" or area supressive fire, with modifiers that make area fire less attractive. Also (or alternatively) with some sort of restrictions as to template placement to avoid "cheesing".
Having to fire w/in 2" of a sighted enemy unit seems restrictive, and totally ignores the very valid doctrine of "recon by fire". IMO, I think the area fire template should have to be placed in a way that a line drawn from the firer to the template does not pass between two sighted enemy units before it reaches the template. The intent being that a supression template could be placed between two enemy units (and if it's big enough, and the enemy is close enough to each other, hit both units) Kind of the same way that units have a "perimeter" that friendly models cannot enter, area supression templates would not be allowed to enter a "perimeter" or "battle line" defined by drawing a line between sighted enemy units.
Of course, with what I've proposed, I also think that Elite units should have the area fire template placement restrictions relaxed.
Regarding a cohesive supression fire orders:
As mentioned above, this is difficult to do quickly (i.e. on a unit level, not an individual level) and without a lot of math. I'm quite open to any suggestions you might have, however.
Here's a suggestion, with some "setup" that provides rules for AOE suppression templates as well as a framework by which cohesive suppressive fire could work:
Non-AOE weapons list their FR as a number, but that number is NOT the total number of shots fired from the weapon each time it's activated. It's an abstracted volume of fire. So combining multiple weapons' FR into a suppression template is easy to accomplish. It's just a further abstraction/application of the already abstract "Feed Rate".
AOE weapons (in the current system) don't have a FR, and thus cannot be abstracted in this way. Each AOE template is a distinct shot from the launcher. So before what I get into below can be implemented FR>1 weapons should be made possible within the rules of the Army Customizer.
AOE weapons with FR>1 don't create supression templates, but instead create "Beaten Zone" templates. Any weapons contributing to a beaten zone must have a combined FR of 3 or higher (more than that needed for non-AOE weapons due to the lack of a "Volume of fire" abstraction for FR).
If multiple sizes of templates contribute to the beaten zone, use the smallest of the AOE templates as the beaten zone marker that persists until the firing unit's next activation, but still resolve hits with the larger AOE marker against models caught in the initial "volley". You should also use the weaker dmg roll of all weapons contributing to a beaten zone. Dmg rolls are made just like any other AOE roll.
For each collective 2 (or just 1?) FR provided by AOE weapons after the initial 3, an additional AOE template can be placed (again, use the smallest template of all contributing weapons, including those used to initially place the first template) with the center of the AOE template placed directly over the outer edge of the initial template.
Again, this is without any experience PLAYING the rules, just what I've come up with after a pretty comprehensive read-through. Comments?
Therefore, firing an AOE round at the same target area again and again could keep much of a unit shaken.
What it does not provide for is "area denial" the same way supression templates do, a quick unit could move right through the area you're trying to control with one or more AOE weapons. Which is why I suggest what I wrote above.
Now, as far as AOE weapons and non-AOE weapons BOTH contributing to suppression templates... well, without a combined FR of >3, the AOE weapons can't. If they CAN, then simply place AOE template as described above in a way that overlaps the suppression template as much as possible, and treat the templates as two overlapping templates resolving each as described in their rules. This being the only way I can think of off the top of my head (besides perhaps torrential fire) that a single unit could place two persistent templates between activation, but then, I'm no rules guru.
As to what do with with mixed Weapon Affectors and cohesive suppression fire orders, I would say that a persistent template whether it's suppression or a beaten area would only use ONE of the Affector's effects, that of the primary weapon of the squad or the smallest diameter AOE weapon. In the case where a suppression template and beaten area template have both been placed by the same unit as a result of Cohesive Suppressive Fire orders, they can have different affectors, one for the AOE weapon, one for the Suppressive Fire weapon.
I'm afraid I didn't cover a few points clearly or at all, but I think I've communicated what I'm thinking here. Lemme know if my ramblings have prompted any question...