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Re: questions before first game!


 

Steve

Hopefully this sorts you out.

Question 1
Reserving Dice

Platoon Cards
When the card turned over is one of your Platoon Cards, the sections
within that unit may utilise some or all of their initiative dice for
that turn, i.e. they may, move, spot and/or fire. Cards will not
appear in the same order each turn, and indeed some may not appear
during a turn, thereby making co-ordination of movement more
difficult. Within each of your Platoons each section will have its
own dice which it can use as you wish. A section must move and spot
immediately their card is turned, however you can choose to reserve
dice for reactive fire later in the turn, but these can only be saved
until the Tea Break Card is turned. As an aide-memoir the reserved
dice may be placed with the unit until the end of the turn.

Reserving fire is possible only when your card has already come out
in that turn. As per the above statement you can only reserve dice
for firing, and nothing else. I would say that I should have been
more precise here. If a unit has reserved its fire dice it may fir
at any point in the turn. For example if a German infantry Platoon
has reserved its dice and a US unit (of whatever size) presents
itself as a suitable target then it may fire immediately. As a worst
case scenario here the US unit may roll its dice and say "I'm
charging those S.O.B.s in that hedge over there", the Germans get to
fire immediately, or at any time during the US move, for example
where they're in the middle of the field.

The issue here is about initiative. If the Germans get their card up
first, then they've got the jump on their opponent, if not, well then
the yanks can get into close combat if they move far enough.

Question 2
The +/- dice
You are correct, that is not too well written. +2 for one action
only. I am open minded about how you use it, I would say that if
your dice are being used for a variety of actions then use it how you
choose - but only once. I have seen plenty of sets of rules that
say, you decide what you think we mean, and apply the rule however
you like. Of course you may, however that is a bullshit answer. If
anything in the rules is unclear to the reader I can assure you that
it ain't unclear to me. Ask, and I'll tell you.


Question 3
HMGs dice

See section 6.1
"These largely belt fed weapons fire with the equivalent number of
dice for a full section of their troop type. There is no reduction
in this number of dice until the team is reduced to one man, when the
firing dice is reduced to one. MGs mounted on open AFVs such as half
tracks or carriers will fire as tripod mounted, but will reduce their
effectiveness by one dice for each dice of movement made that turn".

Question 4
Tank Killers
Yes, I should have said "act" with three dice, not "move". These
lads act as per the rules, i.e. they do what they do with the dice
they have. They are not a "weapon" that fires, as such they do not
dice to hit their target, if they get into contact they have a
certain strike based on the armour (if you can spell colour properly
then you'll have to live with armour;-)) penetration of whatever was
the prevalent panzerknacker tool of the day.

Panzerschrecks are more complicated, but easy, if that makes sense.
MMGs are the best precedent here. If MMGs are attached to a Platoon
then they should fire on the Platoon card. If, however, they are
deployed separately then they act on the "support weapons" card.
Panzerfausts should ALWAYS be used on the Platoon card.
Panzerschrecks may be used in this way as well, however if you choose
to deploy them separately, for example sticking them in a hay loft
like a sniper, then they should have their own card. This is
something that can only be sorted out at the time of the game
depending on how the commander deploys his forces.

If these weapons are all deployed independently then you can simply
stick an extra card in. If they are deployed with their Platoons
then stick in a Panzerschreck bonus card and that will allow (as with
the AT bonus card) one "free" aimed shot.

I would agree that a Panzerschreck or bazooka should be able to
operate in the same way as an anti tank gun, i.e. use all of its dice
to shoot, aim etc. and indeed use the number of dice inherent with
its type. The only restriction here is no more than three dice may
be used to move. HOWEVER, the PIAT was a bugger to load so I reckon
that it only has one shot per turn. What is more the schreck and
Bazooka were only deployed with very limited numbers of rounds, so
there is an argument that say they should all only get one shot per
turn (aimed as the first shot always is). You pays your money and
takes your choice.

Question 5 (or 4.1)
Aimed shots

The first shot from any weapon is considered "aimed". You are
correct that if a tank takes its first shot as aimed and the wished
to shoot at another target then it uses a second dice to select the
next target AND SNAP SHOOT, it may alternatively use its second dice
to select the second target and aim, the third dice being the aimed
shot.

Also "Yes" to the bonus nationality cards for movement and firing.
The only time one should have bonus movement cards would be for
armoured group moves (i.e. if one has an armour strong force that is
not simply a few tanks supporting an infantry attack) or for a recce
unit. Firing is a BIG bonus, one shot only is enough! (and yes it'll
be aimed, as all first shots are)

Question Next
Damage to Transport

Good question. Damage to transport. The supplements do say that all
non specified armoured vehicles have a certain armour value (is it 2
or 3, I haven't got a set with me at the moment, whatever), so guns
firing against them may certainly do damage. The rules in section
10.3.2 cover that. If you are firing on a softskin target with
infantry weapons then use section 10.3.1 as per AT fire. Three hits
knock the vehicle out, and calculate casualties as stated.

Question
Pinned and Suppressed
Straight back to normal. This is very short timescale. Pinned means
you are firing back carefully, suppressed means that you ain't firing
back at that moment, you're too busy looking for a suitable ditch!

Morale
I think you've already sussed my feelings on that. The wounds
already hamper firing an movement, the close combat system already
gives results, other than that it doesn't come up much. I personally
remove units when they get to 2/3 figures and more wounds than
remaining chaps. However if they're in a bunker I wait a bit
longer. If a unit is shot to the proverbial and get charged then we
all know what is going to happen.

Hopefully that answers your questions. Anything more then feel free
to chuck anything at me.

Richard
























--- In Toofatlardies@..., "combatcolours"
<combatcolours@h...> wrote:
Hi Richard and the rest of the Too Fat Lardies group!
Sunday I'll be running my first game and last night ran thru the
rules with a couple other gamers. Overall they liked the initiative
dice and cards; the ability to use the dice to decide what they
want
to do and in what order was very appealing. We've played 'Storm of
Steel' for a couple years so are all quite familiar with unit cards
and everybody likes that over "you go, I go"! :P
Some questions popped up and I'd like clarification or at least
approval to my 'reading' of the rules.
- In the description of the Platoon Card there is mention of
reserving dice for reactive fire. I understand that if a Big Man
activates a section they can save some of their initiative dice for
when the Platoon Card comes up, but is this something different?
There is no further mention in the rules about a reactive/
opportunity fire. My experience is that OP fire really slows the
game
with a 'defensive' rules player putting all his units
on 'overwatch'
essentially turning the game into a 'you go, I go' situation.
- " 3.1 +/- Dice". Does the ["+"] ADD 2 PIPS used only for one
action or for each action? in the example the Paras use it for
their
fire, did their 1 dice of movement get an additional plus 2 pips or
did the player have to decide whether to use it for spotting,
firing,
or moving?
- " 5.5 Support Weapons." HMG's that are independent do not get
initiative dice. When firing do they get the # of dice of their
troop
type?
- " 9.9 Tank Killer Teams".They get 3 'basic dice' to move, is
this seperate from their 3 specific actions, or should 'movement'
be
part of the listed actions? In a previous post Richard mentioned
separate cards for infantry carried AT weapons,[ Panzerschrekes,
bazookas,PIATs], to give them a possible SECOND shot. When I read
the
rules I assumed that these weapons get their troop types initiative
dice; so like the AT Gun crews [with 3 dice] they can shoot several
times if they wish on their card [?].If this is correct then should
these AT teams need to use an initiative dice to aquire a new
target,
as in relaying the gun/turning the turret? I noticed that the
special nationality cards that deal with extra movement allow the
vehicles to use all their 3 initiative dice to move. The special
cards for firing only allow for one aimed shot, is this correct?
-"10.3.2 Damage to Transport". The supplements do not list 'armor
dice' for 'softskins',[ naturally! :P],so they are either
damaged/destroyed or retiring after being shot at by AT guns. If
infantry fires on softskins do you use the 'Fire Effects' table to
see how many hits and then apply the results from '10.3.2' ?
- Pinned/ Suppressed. Does a section that is suppressed go back
to
normal when the turn is over or does it go to pinned and then
normal?
- Morale. When does it apply or is it based on the scenario/
situation, [i.e. surrounded]? I do like the fact that there is a
built-in morale system with wounds causing loss of pips and dead
losing initiative dice.
Sorry for being so long winded! Most of these questions could
easily be rationalized but I'd appreciate responses from those who
have been playing the game. The game will be a couple of US
platoons
with tank support against Germans in the boccage. I won't be adding
artillery/aircraft support until we're comfortable with the
infantry
and armor elements.I'll post a after-action report, with the
inevitable questions!!!.
Thanks, Steve

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