Rapid for artillery is very different to rapid for a machine gun. The Feueueurbach is a micro-missile launcher, not as powerful as a panzerfaust or hit-mode Missile Launcher but it makes up for it in volume. (don't ask me to explain how Rocket Launchers get burst 2, cluster warheads?)
There's a specific description of A feuerbach in the book. Compare orc feuerbach to soggy. These guys are clearly using wildly different weapons to get similar firepower. There's no reason that isn't at least a bit arbitrary why any feuerbach in the game CANT have fa2. If you can think of a narrative why not, I can think of a reason why so. The feuerbach DA ammo could be a means to simulate the rapid fire. Maybe it's shooting so fast that if you hit once, the following round is so close it's almost guaranteed to hit. This makes sense: if the weapon really shoots that fast, it's probably difficult to control like more conventional weapons so shooting many targets in a single order isn't feasible. Or maybe something else. Point is, there's no reason soggy can't have fa2 on his feuerbach. And don't forget that assault pistol if he gets fa2 ;)
They both better get FA2 or some kind of better. I barely any used the Feuerback anyway except in Fireteams, and it already feels as if we're being pushed to use HMG with the Suryat.
TBH Sogarat with FA2 and Feuerbach will be a really powerfull ARO unit, probably better than the Overdrone. Two wounds and high armour (Tag level of armour in cover), PH15 for dodging those shoots that come from high visual/smoke mods, -3 mod from FA2 and in case of getting unconscious - 75% chance to get up. With the extra burst, it can even be dangerous in an active turn. 3 AP+DA shoots with -3 mod can be really scary.
3 AP+DA shots are actually better than 5 HMG shots in most cases. The HMG would only be really useful when fighting stuff with visual mods, or increased burst. I am also hoping the Sog gets native full auto and not just HMG full auto. But let's wait and see
I'll stay for discussion, yeah? I thought about what I said about Morats and the redundancy set of skills etc. Excluding talk about CC ability for the moment. How would you, or anyone else for that matter, feel about the Zerat getting Marksmanship X and the Kugat FA1? Also I don't remember if Marksmanship X is active in the receive turn. RAW I would say it appears so as theirs no explicitly mentioned time frame just the weapons profile...
MMX says it only works in the Active turn. It's getting a huge buff though, going from mostly useless except for a few edge cases, to pretty awesome especially if there's saturation/Nimbus zones kicking about.
MMLX is a full order, so it's only active turn. It is kind of a bad skill in general and it would still be bad unless the rumors about it completely stripping off cover are true. FA is a skill I don't want on morats. Period. Fatality I would enjoy to account for their bigger weapons, but I'd rather have minelayer or sapper on the Kurgats. Sapper on the autocannon would make it a decent ARO threat.
I agree FA doesn't fit the theme aside from the Raicho, just brainstorming their ability to win gun fights based on skills (or madness...) Zerat if able to gain the bonus of MXX in reactive could certifiably be left on it's own. Active turn would at least contend with surprise shot. Too difficult to keep track of all that's changed and then the rumors.
I like the idea of more firepower. But maf really lacks deployment zone defenses in the opening game. Having mines isn't useful if your mans are all dead and can't dump mines. Speaking of dumping minrs, that often means you're losing the guy who drops the mine. That's not exactly a superb prospect in a faction that has few cheap options.
MMX is an automatic skill that modifies normal BS Attacks so it's still a Short Skill, maybe you're thinking of Triangulated Fire? It's Active Turn only because the skill states that it can only be used in your Active Turn. Agreed that at the moment it's a rather useless skill except for a few edge cases. Working through Saturation Zones and ignoring cover is a big boost though especially if MAF get a few Nimbus grenades! It would also be fluffy for "hunter" types like the Zerat.
As for Kurgats I still feel like they are stuck right in the middle of what they are trying to do. Expensive heavy weapon toting specialists. The BSG is the only one that really makes sense and I kind of wish it was a HSG. Since they want to follow the bigger guns and REMs up the field and they want to hit objectives and the name is Assault Reg. I always thought they should be semi close combatant... Not the initiater of a fight but someone who's ready to gang up with a D-Charge!
It currently is an automatic skill. The update/revision to the skill turns it into an entire order skill.
It's still useful, against all those targets that don't die on the first attempt, or which you deployed in LoF of.