- BailedOut
- Posts : 4
Join date : 2018-04-04
Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 7:41 am
Hello,
first of all - great set of rules. Have been playing a while now and from list building to fighting just is the most fun out of my ww2 games
Over the last couple of weeks some questions came up (or thoughts about house rules) - maybe you can help me
1) can a stretcher party (2 men, medic) still only heal one guy? if so the 2nd guy would just give extra "hp" to the medic so he is harder to kill?
2) I know this is not in the rules but I give hard cover from small arms fire to a crew behind a gun shield even though the gun is in the open...anyone does something similar?
3) Loader teams and gun crews that go down to just one guy get a Penalty (again house rule). if i understood the rules corrrectly there only the pen for the mg teams is mentioned (halfed rof). for the loader team it means that they get the extra shot only on a roll of 6. the gun crew on the other hand can either shoot or move (not both) and get their rate (shooting and movement) halfed. sounds harsh, but firing an 88 on your own is hard work
4)i know that light mortars can fire only direct and medium and heavy only indirect - but why do they have a column in the charts as if they can fire directly (up to 70 inches)?
5)if arty wants to "bombard" it needs an open fire order - so cant move in the same turn (correct?).But mortars can? (see page 32)
6) i know that range of arty in a game like this is obsolete because from a heavy mortar up you can shoot the wohle table...but where can if find a table stating the max range of guns and maybe the fact if they can fire both indirect and direct (or just one of those)
7) and the last one i started barbarossa (great book!) and wondered why the Sig33 on Pz1 is so cheap (22 points). It has the 150 gun (so direct and indirect fire and so on...). the only drawbacks are that it is easier to kill than a gun (in some cases) and has low ammo. The normal 150mm arty is something around 50 points...
Thanks a lot
first of all - great set of rules. Have been playing a while now and from list building to fighting just is the most fun out of my ww2 games
Over the last couple of weeks some questions came up (or thoughts about house rules) - maybe you can help me
1) can a stretcher party (2 men, medic) still only heal one guy? if so the 2nd guy would just give extra "hp" to the medic so he is harder to kill?
2) I know this is not in the rules but I give hard cover from small arms fire to a crew behind a gun shield even though the gun is in the open...anyone does something similar?
3) Loader teams and gun crews that go down to just one guy get a Penalty (again house rule). if i understood the rules corrrectly there only the pen for the mg teams is mentioned (halfed rof). for the loader team it means that they get the extra shot only on a roll of 6. the gun crew on the other hand can either shoot or move (not both) and get their rate (shooting and movement) halfed. sounds harsh, but firing an 88 on your own is hard work
4)i know that light mortars can fire only direct and medium and heavy only indirect - but why do they have a column in the charts as if they can fire directly (up to 70 inches)?
5)if arty wants to "bombard" it needs an open fire order - so cant move in the same turn (correct?).But mortars can? (see page 32)
6) i know that range of arty in a game like this is obsolete because from a heavy mortar up you can shoot the wohle table...but where can if find a table stating the max range of guns and maybe the fact if they can fire both indirect and direct (or just one of those)
7) and the last one i started barbarossa (great book!) and wondered why the Sig33 on Pz1 is so cheap (22 points). It has the 150 gun (so direct and indirect fire and so on...). the only drawbacks are that it is easier to kill than a gun (in some cases) and has low ammo. The normal 150mm arty is something around 50 points...
Thanks a lot
- Atkins
- Posts : 28
Join date : 2018-02-13
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 12:21 pm
Hi
The stretcher party can only heal one man. I assume the extra chap is there for HPs.
No, we do not give hard cover for gun shields.
Beware house rules used to fix something which is not broken. Loader teams are part of the gun team, no penalty for one man team but for each loss a 1/3 chance the gun will be abandoned.
Only Lt mtrs can move and fire, the other two are (I think) a typos.
Yes a great game
Atkins
The stretcher party can only heal one man. I assume the extra chap is there for HPs.
No, we do not give hard cover for gun shields.
Beware house rules used to fix something which is not broken. Loader teams are part of the gun team, no penalty for one man team but for each loss a 1/3 chance the gun will be abandoned.
Only Lt mtrs can move and fire, the other two are (I think) a typos.
Yes a great game
Atkins
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 1:51 pm
BailedOut wrote:Hello,
first of all - great set of rules. Have been playing a while now and from list building to fighting just is the most fun out of my ww2 games
Over the last couple of weeks some questions came up (or thoughts about house rules) - maybe you can help me
1) can a stretcher party (2 men, medic) still only heal one guy? if so the 2nd guy would just give extra "hp" to the medic so he is harder to kill?
2) I know this is not in the rules but I give hard cover from small arms fire to a crew behind a gun shield even though the gun is in the open...anyone does something similar?
3) Loader teams and gun crews that go down to just one guy get a Penalty (again house rule). if i understood the rules corrrectly there only the pen for the mg teams is mentioned (halfed rof). for the loader team it means that they get the extra shot only on a roll of 6. the gun crew on the other hand can either shoot or move (not both) and get their rate (shooting and movement) halfed. sounds harsh, but firing an 88 on your own is hard work
4)i know that light mortars can fire only direct and medium and heavy only indirect - but why do they have a column in the charts as if they can fire directly (up to 70 inches)?
5)if arty wants to "bombard" it needs an open fire order - so cant move in the same turn (correct?).But mortars can? (see page 32)
6) i know that range of arty in a game like this is obsolete because from a heavy mortar up you can shoot the wohle table...but where can if find a table stating the max range of guns and maybe the fact if they can fire both indirect and direct (or just one of those)
7) and the last one i started barbarossa (great book!) and wondered why the Sig33 on Pz1 is so cheap (22 points). It has the 150 gun (so direct and indirect fire and so on...). the only drawbacks are that it is easier to kill than a gun (in some cases) and has low ammo. The normal 150mm arty is something around 50 points...
Thanks a lot
1) the stretcher bearers are 2 because they are nice to paint and look great on the table. No changes to the medic rule.
2) Rules as written, the gunshield gives nothing. We play that gunshields improves cover level by one, up to hard cover (max save 4+)
3) As Atkins mentioned, deployed guns are already VERY nimble and fragile. One casualty and you have 33% chance of routing. Play the game more and experience it. It is OK as it is.
4) You catched the rules well. It is as you said. The ranges are given for indirect HE values.
5) It is not "bombard"(a word from that other chaos warped dimension), it´s "request artillery fire order" Rules as written, yes. You need an open fire order to fire indirect artillery. But you can allow a proper asset (ie, a self-proppelled gun) to move & fire, rolling only 1 dice for the effect (and not 2)
6) Gun´s range (not mortars) are irrelevant. They can hit the whole table. And all guns (not mortars) can fire both direct & indirect
7) The main drawback as you said is AMMO. At capacity 2, you will need extra orders and extra points (to pay the supply vehicle) to keep the gun working. Also, if the supply vehicle is in an exposed position and shot up, your gun would become useless
Hope that helps,
Regards,
Diego
- BailedOut
- Posts : 4
Join date : 2018-04-04
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 3:13 pm
tanks for answering
house rules are of course some way to wreck a good game... but i was curious about the two mentioned Topics - gun Crews and shields - with the latter i still tend to improve cover from front firing small arms).
so the only thing left for me is still moving and firing for indirect fire. there your 2 Statements are not completly the same.
but again thanks
house rules are of course some way to wreck a good game... but i was curious about the two mentioned Topics - gun Crews and shields - with the latter i still tend to improve cover from front firing small arms).
so the only thing left for me is still moving and firing for indirect fire. there your 2 Statements are not completly the same.
but again thanks
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 3:32 pm
You can't move and indirect fire.
- BailedOut
- Posts : 4
Join date : 2018-04-04
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 4:17 pm
well, thanks again
very good "Service" in this Forum!
very good "Service" in this Forum!
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 4:18 pm
As Piers said. You can´t move & fire with indirect artillery fire.
What I´ve tried to say in my answer #5 is that if you want to house rule that SP guns can move & fire, then just do it.
I´ll tend to let my players do it when they field a Wespe Battery. As they have an ammo rating of 3.
Regards,
Diego
What I´ve tried to say in my answer #5 is that if you want to house rule that SP guns can move & fire, then just do it.
I´ll tend to let my players do it when they field a Wespe Battery. As they have an ammo rating of 3.
Regards,
Diego
- Atkins
- Posts : 28
Join date : 2018-02-13
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 6:14 pm
Hi
I feel moving and firing indirect a bit problematic because of the set up time. I feel this also when tanks are used for indirect fire. Yes they had range tables but i suppose its a bit like using a Vickers indirect. I think they were more used for what the game would call "Pre Registered Targets", and not able to move. Sort of!
Atkins
I feel moving and firing indirect a bit problematic because of the set up time. I feel this also when tanks are used for indirect fire. Yes they had range tables but i suppose its a bit like using a Vickers indirect. I think they were more used for what the game would call "Pre Registered Targets", and not able to move. Sort of!
Atkins
- BailedOut
- Posts : 4
Join date : 2018-04-04
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 6:57 pm
in the end the Wespe or other verhicles like this can still move and fire directly
- wolflord
- Posts : 214
Join date : 2018-02-14
Location : Cologne
Re: Some Questions and thoughts from a noobr :)
Wed Apr 04, 2018 8:00 pm
You can expect all guns and vehicles which you find in the Artillery section of the lists capable to fire direct and indirect. Exceptions would be mortars and rocket artillery. In addition some guns and vehicles in the platoon support options and in the Specialist Support might be able to fire indirectly. For example Infantry guns like the German IG18 or armored vehicles like the M8 HMC or M4 (105) where capable of indirect fire and where regulary used in this way. Just let history guide you, when deciding who can fire indirect.BailedOut wrote:
6) i know that range of arty in a game like this is obsolete because from a heavy mortar up you can shoot the wohle table...but where can if find a table stating the max range of guns and maybe the fact if they can fire both indirect and direct (or just one of those)
Regards
Wolflord
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