Battlegroup Wargame Rules
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Powermonger
Powermonger
Posts : 253
Join date : 2018-02-12
Age : 52
Location : Buenos Aires
http://www.thewargamespot.com

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty <HOUSE MOD> Aimed Fire with 2D6 system to hit.

Mon Jul 23, 2018 6:59 pm
Hi, some people (madaboutarmour, Jorgito)  asked me to post my house rules for playing BG with a 2D6 system for AP & HE aimed fire.
These house rules are totally home-made, non-official, .
Be aware that using them will certainly take your games more time to play. And is not suited for large games.
Also be aware that these are the maximum number of modifiers tht we can handle without consulting a table. DO NOT feel tempted to add more, as it would make the game unplayable.
Lastly, this system would make very difficult shots (those requiring 6 in the past), even more difficult.

We are running our current BG tournament with these rules:

AIMED FIRE w/AP shell:
Replace the std. AP firing procedure (rolling 1D6) by rolling 2D6 instead.

To hit: roll 2D6

Needed to hit (2D6 result by distance):
0-10 inches: 5+
10-20 inches: 6+
20-30 inches: 7+
30-40 inches: 8+
40-50 inches: 9+
50+ inches: 10+ (only guns allowed by the rules)

New modifiers to AP firing: (vs. Vehicles or deployed guns)

• Move or will move that turn: -1
• Target moved this (your) or last (his) turn: -1
• Target moved with a “full speed” order: -2 (instead of -1). The vehicle must have a movement stat of at least 8/12
• Obscured target: -1
Static heavily obscured target: -2 (only walls, houses, dug-in tanks, Hull-down). Instead of "obscured"
• Short / Low velocity gun: -1 (french short 37mm, German short 75mm, all field howitzers, light mortars, etc.)
• Small target:-1 (ie, bren carrier, sdkfz 222, very light guns) NOT cumulative with “heavily obscured”
• “Low profile”: -1 (ie, hetzer, stugs, deployed gun) NOT cumulative with “heavily obscured”
• Acquired target: +1. Static target, already hit in own previous turn. Firer static.
• Aimed shot: +2. A single, careful aimed shot. You need an “open fire” order.
• Large target: +1. (I mean really big, King Tiger, Elefant, etc.)
• Panzer Ace: +2 (still testing, maybe only a +1)

Special considerations:
• If the spot roll for an “aimed shot” fails, you don´t have a second shot.
• All deployed guns are “low profile” targets. Additionally, very light guns are also “small targets”.
• A “12” result is always a hit.

Penetrations:
Same as always. I made some minor tweks (czech 47mm, french long 37, etc.)


AIMED FIRE w/HE shells:
Replace the std. AP firing procedure (rolling 1D6) by rolling 2D6 instead.
Basically is the same as AP firing, but ignoring some cover modifiers

To hit: roll 2D6

Needed to hit (2D6 result by distance):
0-10 inches: 5+
10-20 inches: 6+
20-30 inches: 7+
30-40 inches: 8+
40-50 inches: 9+
50+ inches: 10+ (only guns allowed by the rules)

New modifiers to HE firing: (vs. Infantry, vehicles or deployed guns)

• Move or will move that turn: -1
• Target moved this (your) or last (his) turn: -1
• Target moved with a “full speed” order: -2 (instead of -1). The vehicle must have a movement stat of at least 8/12
• Small target:-1 (only valid if target is a vehicle)
• “Low profile”: -1 (only valid if target is a vehicle)
• Acquired target: +1. Static target, already hit in own previous turn
• Aimed shot: +2. A single, careful aimed shot. You need an “open fire” order.
• Large target: +1. (I mean really big, King Tiger, Elefant, etc.)
• Panzer Ace: +1

Special considerations:
• Aimed HE direct fire decreases target cover by one level. (ie, hard cover becomes soft cover)
• If the spot roll for an “aimed shot” fails, you don´t have a second shot.
• Deployed guns provide no negative modifier to HE fire. Not for size, profile nor cover
• A “12” result is always a hit.

Any doubts, please feel free to ask me.

Best regards,

Diego


Last edited by Powermonger on Thu Jan 19, 2023 5:48 pm; edited 5 times in total

Stuart J likes this post

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madaboutarmour
Posts : 2
Join date : 2018-07-22

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty These look very interesting

Mon Jul 23, 2018 7:36 pm
Very interesting House Rule here.

I will try them out in a game in the near future and give you some feedback.

Many thanks for sharing them

Very Happy
Piers
Piers
Posts : 310
Join date : 2018-02-12
https://battlegroupwargame.forumotion.com

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty Re: <HOUSE MOD> Aimed Fire with 2D6 system to hit.

Mon Jul 23, 2018 9:36 pm
Gave me a headache just reading it...
Powermonger
Powermonger
Posts : 253
Join date : 2018-02-12
Age : 52
Location : Buenos Aires
http://www.thewargamespot.com

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty Re: <HOUSE MOD> Aimed Fire with 2D6 system to hit.

Mon Jul 23, 2018 9:48 pm
Jaajaja , did you reaach the end? Was Fred sill barking? Laughing
Piers
Piers
Posts : 310
Join date : 2018-02-12
https://battlegroupwargame.forumotion.com

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty Re: <HOUSE MOD> Aimed Fire with 2D6 system to hit.

Tue Jul 24, 2018 12:13 am
Fred ate the tablet to save me.
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mausmann
Posts : 3
Join date : 2018-12-02

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty Re: <HOUSE MOD> Aimed Fire with 2D6 system to hit.

Mon Dec 03, 2018 12:03 am
Read about these elsewhere, was about to message you for them Diego and then found this. Thanx for posting!
Stuart J
Stuart J
Posts : 132
Join date : 2018-02-13
Age : 66
Location : Staunton VA USA

<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty Re: <HOUSE MOD> Aimed Fire with 2D6 system to hit.

Thu Feb 23, 2023 4:36 pm
"• If the spot roll for an “aimed shot” fails, you don´t have a second shot."

Interesting! My group has had a similar house rule for all aimed fire almost since day one: quite simply, if you fail to acquire the target first time, then you don't get a second chance in that turn. That doesn't mean you didn't see it at all, just that your gunner down there peering through a tiny sight in the model turret didn't get a good enough bead or range estimation to waste ammunition on what was likely a fleeting target. It makes armored attacks against those uberpanzers (slightly) less suicidal and worked well for us these past 15 years
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<HOUSE MOD> Aimed Fire with 2D6 system to hit. Empty Re: <HOUSE MOD> Aimed Fire with 2D6 system to hit.

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