shadowbloodmoon said:
I should have used a hero point on that last one...... I totally spaced that we had them.
For what it's worth, you would've had to roll very high on your AP die to hit, so it probably wouldn't have made too much of a difference.
The cover from that darn gully is making it tough on you guys!
Heh-heh-heh...
A couple of hints on tactics for everyone -
1. You can fight defensively while making a ranged attack - you take a -4 to hit but you gain a +2 dodge bounus to Defense in that round.
2. You can opt for Total Defense - you forfeit your attack action but you gain a +4 to Defense in that round. For example, you could take total defense as your attack option and move 30' in a round - this represents running and dodging.
3. You can run at 4x your speed as a full-round action
if you run in a straight line and don't have to adjust for obstacles - this also gives you a +2 to Defense for the round
4. You can use suppressing fire - this forces a Cool check from your target and may provoke a ranged AoO, plus you only have to hit DC 10 (range penalties still apply). The downside is that each round of suppression fire costs you five bullets and it requires a semi-automatic or automatic weapon (so Vidal's bolt-action MAS-36 or Neumann's Mauser 98K can't perform suppressing fire).
Fighting defensively and total defense are covered on p. 137 of the core rulebook. Suppressing fire is listed among our houserules in the Metagame thread.