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February 21, 2020 at 3:33 am #174504MatthewParticipant
There is something similar that was added in the Battle for France campaign book. It’s a section of new rules called Company Commander. Basically you run a small campaign and can track the experience of your squads and officer for a whole company (Company HQ, and 2 platoons at a minimum).
June 19, 2019 at 9:41 pm #163699MatthewParticipantAnyone figure out the message from June 18th? Its a link of some sort I think, but I believe I might have got some some letters wrong. Any guesses?
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June 7, 2019 at 4:35 pm #163131MatthewParticipantpossibly a teaser for them about to release more info about the Korea supplement?
June 5, 2019 at 8:36 pm #163014MatthewParticipantIf I recall correctly, I think the shutzen squad was mean to only be included in selectors from the Western Desert book. The free LMG was meant to offset the cost of every selector that they were allowed in being motorized which means you have to buy a truck for them. So when you buy that squad now you have to pay 39 points for a truck to transport them as well, so a free LMG for the unit helps balance back the cost to use these units.
Now, if the shutzen squad is allowed to be in the generic platoon selector is kinda ridiculous and throws off the balance then.
June 5, 2019 at 3:29 am #162934MatthewParticipantI have a question about HE. This is my interpretation of the rules, and I was curious if I’m correct:
I fire a light mortar and hit my target. So the intended target is hit once and then everyone within 1 inch of him is hit once as well since a light mortar uses the 1 inch template. If I was using a medium mortar then it would be everyone within 2 inches of the original target right?
Also a second question:
The recent additional rules that was added to the FAQ article adds hand grenades. They are listed as having a D2 HE attack, shouldn’t this be a template instead? (a 1 inch template I assume)
- This reply was modified 5 years, 5 months ago by Matthew.
July 30, 2018 at 7:38 pm #142241MatthewParticipantI have a suggestion about the rules for indirect fire. In my opinion I love templates. I love the nitty grittyness that I feel it creates and how it physically visualizes the impact of the different calibers of HE more clearly and less abstract than the old way. However, with how the rules have been written I feel like there is this weird blend of concrete but also abstract representation. So I’ve devised two solutions to make things clearly abstract or clearly concrete.
First, the abstract solution:
Go back to the old way of rolling dice to see how many hits are caused. The only different thing is that excess hits on a unit are wasted. So a 2 man sniper team hit by a heavy howitzer will only suffer 2 hits max. It’s still extremely likely that they will both get hit and that both will die, but makes it so that big HE an auto delete button like before.Okay now for the concrete solution, get ready for alot of changes:
For indirect fire, instead of choosing a unit to target mark a point within LOS with a token. After passing a FIRE order, measure range and then roll to range in as normal. If you do not range in, you may move the point up to 2 inches and not have to restart “ranging in”. The new point must still be within range and LOS. Once ranged in. place the template centered over the token and calculate how many hits then roll to damage. The indirect fire unit is now “ranged in” for that point for the rest of the game, even if it attempts to start ranging in at another point.Units capable of indirect that have a spotter can be used “off table”. First choose a spot along your table edge to measure range from for the off table unit. To determine range subtract the minimum range from maximum range. For example a medium mortar has a range of 12-60″ inches. So an off table medium mortar has a range of 48 inches from the spot along your table edge.
To conduct fire from off table, mark a point wihtin the spotter’s LOS, then the indirect fire unit must pass a FIRE order with a -1 penalty to recieve the coordinates of the point from the spotter. Then if successful, measure range from the spot on the table edge to the point the spotter picked. If its within range, roll to range in as normal. Once a unit has ranged in on a point, they are ranged in for that point for the rest of the game. You can range in as many points as you want during a game for a unit.When the enemy uses an indirect fire unit that is off table, you can attempt to counter attack them with your own indirect fire units. Whenever the enemy unit receives a FIRE order, your indirect fire unit can make a moral test at -3 to attempt to figure out the location. Once you suceed the moral test, you can give your unit a FIRE order to attempt a counter barrage. Measure range to the point on the enemy table edge. You must be within range of the point and have excess range equal to the minimum range of the enemy indirect fire piece. Then roll to range in as normal.
July 30, 2018 at 7:17 pm #142239MatthewParticipantI’ve written up my own quick play narrative rules based of a similar concept for an older game called CrossFire. The orginal rules, called Mac’s Missions, are here: http://balagan.info/macs-missions-v3-revised-pick-up-games-for-crossfire
There is much more detailed explained in the file. The rules are very quick and simple condensed to just a 8.5×11 sheet of paper. Also included are 12 mission cards which give further detail about the VPs.
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June 4, 2018 at 11:18 pm #137264MatthewParticipantThe carbines are treated exactly the same as the garands. They are all just referred to as rifles. Other than that you are correct.
June 3, 2018 at 11:58 pm #136989MatthewParticipantMy group has tossed around a few ideas about how to make MMGs and LMGs more valuable as a tactical asset. This is the rule we came up with:
SUPPRESSING FIRE
When shooting using a FIRE or AMBUSH order, man packed MMGs and LMGs (i.e. non-vehicle mounted) may opt to use Suppressing Fire. When using Suppressing Fire, ignore DOWN and cover modifiers to hit. However, the base to hit is 4+. The first successful hit puts a pin on the unit and every two hits after add an additional pin as well. No roll to damage is made.
We liked this rule because it gives machine guns a tactical use, applying several pins at once. And its not an automatic thing but is a choice the player has to make. So LMGs will have the chance to cause 2 pins, and MMGs can potentially cause 3 pins. Germans will benefit from this because the additional dice they get from Hitler’s Buzzsaw means they have a better chance for getting the hits needed to cause another pin. LMGs for them actually have the chance to cause 3 pins.
The base to hit being 4+ is reflected in the fact that suppressing fire is not intentional, accurate aimed fire but bursts of fire to pin the enemy down. This is also why no roll to cause damage is made either.
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