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I'm not to sure about that, we will see there!! OK guys, I think I will skip board A for now, so it is less confusing here for everyone, say turn 2 board A may come into play, depending on reserve rolls and other things.
As I said a while ago, this is not a straight FoW game, per every rule, it is more of a house ruled one, as in some ruled a "bent" a littel for forces and some of the rules to make this work a bit better, and trying to make this more realistic. Cover, be it terrain or for lack of doing anything with your specific units. I won't get to specific unless you guys really want to get into the mechanics of the game, but we will see. Otherwise post on your respective thread, and PM if needed on questions and thoughts if you would. I will do my best to carry them out. Infrantry teams (and man packed gun teams) that do not move and shoot, get a "gone to ground" bonus, making it a +1 dice roll (on a 1 D 6) to hit from their base rating, and they also get a 1+ to not get hit if they are concieled by terrain and gone to ground, even in plain sight!! If your infrantry, Man packed gun teams and various wheeled gun team crews are dug in (skill test needed in the begining or the movement step to do this) and succeed. Any successfull to hit rolls must pass a firepower test to actually kill that unit IF they fail their saving through. Tanks and other vehicles can be conceiled by terrain only, and a 1+ if they did'nt move and shoot in their turn, and they cannot dig in. Range of over 16 inchs also gives the defending unit taking fire a 1+ against the enemy to hit em' And for armour saves, that over 16 inch range also gives the defending armour an extra 1+ on the front or side armour it is taking it on. Not to sure if you are all into the specifics of this game, but I think some of he basics here will give you an idea. When we get going here, I will explain a couple of moves and "shots" to see that you "get it" more fully. Cheers, I'll see you guys tonight and see what you think of this so far..... ![]() Tom I'll also get some of your reserves out to you per PM tonight as well!!! |
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Re: Bridge Assault Game, FoW game basics Q&A thread
I will let you roll for me Tom as I don't want you to get bored and it will give me more of a feeling of being in command without being in full control.
I don't have much idea of the rules but that doesn't worry me either as long as I get the sequence right. |
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I was wondering what you wanted to do about the rolls, like I said, I will put up a few rolls when the firing starts so you guys can see what goes into it, then go from there.
So in each persons turn, for the attackers FIRST turn, no need for any morale checks, no casualties ya know LOL Step 1 is to move any platoons ( only player rolls is bogs if going through certain terrain if vehicles) sparce to medium woods, rivers that are passable in fords and such, you get the idea here Step 2 is to fire on specific platoons, but you can split your platoon fire to almost anything in your line of sight. IF it is a multi-gun vehicle though, that specific unit has to fire all his weapons at one target platoon. (player rolls to hit dice per weapon, then opposing player gets an armour save roll, or infrantry or gun save, then shooting player nakes a firepowere roll if needed. Step 3 anyone close enough to assault can do so. Step 1 for opposing player is to check Company morale if needed and Platoons that took hits and are under half strength. Step 2 move Step 3 fire Step 4 assault as needed You guys will "get it" real quick once we start going here, no clue where Joe is, I'll send him an E-Mail tonight and see whats up with him. First objective for the Germans is to capture is the bridge, as if you might have guessed LOL. You capture an objective IF, at the start of a Germans turn, there are no Russian units within 4 inchs of the bridge objective in or around any part of it. The second objective is the standard one in FoW in the Russian village area, which you will see when I get that board up, probably next turn or so. So anytime you want to post your movement and fire on your German bridge assault thread, go for it. I'll take it from there then. Then I'll get ahold of Mike and see what he wants to do for rolls, then his side of the turn, if he does'nt post here that is. Cheers, good luck to both sides, and be ready for other news after your first turn Germans from HQ on some intel. The Russians the following side of their turn. Tom |
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OK, your forces so far Dave
Panthers are just what you think they are, heavy front armour (10 front armour, FA.) Side armour is 5, SA ( rear is the same as side armour) And you have a top armour of 1 (TA) 2 rate of fire when stationary with a range of 32 inchs Pumas are very fragile as you know, but they are recon so they can uncover ambushs and give away gone to ground units so they don't get that 1+ to hit them for 1 enemy platoon. They can also disengage after the first shot from any enemy unit, they just need to pass a skill check and they can move back up to their full regular movement, so the will only suffer 1 shot per enemy team, IF they pas their skill check, good stuff!!! Front armour of 3, side is 0, rate of fire is 3 with a range of 24, plus the Co-Ax MG as well FJ's as you know are fearless vets, Rifle MG teams that have a 2 rate of fire when not moving. Your Pioneers are good at clearing minefields, but they need to be out of their half-tracks to do so. The halftracks are not for show either, Their front MG with gun shield is the real deal, 3 rate of fire if they moved or not!!1 Front armour of 1 though, side is 0, and top naturally also 0, but any shots they take get an armour save. Hummels are the best arty around for the Germans, nice range of 80 inches for a arty barrage, directfire of 1 and that range is 24 inchs, front armour of 1, as well as side armour. Remenber though that if they move, they can't fire an arty barrage, only direcr fire, same thing for any arty in the game for ALL SIDES!! Jagdpanzer IVs, middle of the road SP AT (Assault) guns, front armour of 7, side is 3, top is 1, the 7.5 StuK40 gun has the average 32 inch gun range with a rate of fire of 2 when not moving, fairly good AT rating (11) and an average firepower (3) Cheers Tom |
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Almost forgot, if ANY troops are in a vehicle like the Pioneers in their half-tracks, they can only exit from them at the start of the movement step, BEFORE the half-tracks move.
One exception to this is the German Stormtrooper roll, a German National trait that all of the German units get. This is done after the shooting step is done, Germans roll a skill test per Platoon and if passed, they can move an aditional 4 inchs anywhere with no negative conutations!!! COOL STUFF!!! Cheers Tom |
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Re: Bridge Assault Game, FoW game basics Q&A thread
Picture Question?
When you take pictures of my forces for me to post orders can you take them from the rear of my units? That way its easier for me to determine moving and fire orders as it gives me a better perspective rather than the side view? That way I can print them out and place them on my table to get a better overall command view.
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Combat Campaigns Blog |
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Ambush in FoW.......
Ambushing Platoons are held off table until the defending player wishs to deploy those forces on his side of the table in a turn. IF they are deployed in cover or out of enemy line of sight, you can get as close as 4 inchs from any enemy teams, but any (enemy) recon forces nearby will prevent this. Otherwise the defender can deploy his ambushing Platoon just beyond 6 inchs anywhere on his side of the table (deployment area) if not in cover and no recon within 8 inchs. The ambushing Platoon is considered to be dug in and always have their full rate of fire as long as they don't move after being deployed on table. The key here is that if any unit fires at an enemy under 16 inchs, there is no 1+ added to hit that unit from the ambushing platoon. So that 4 inchs in cover is a very good thing to have. Cheers, any questions guys? Tom Last edited by TRDG; September 22nd, 2008 at 08:01 PM. |
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