Re: CoC - couple of rule checks
Hi Bill, don't apologise for asking questions, we all were beginners.?
There's more information about throwing grenades over walls in the faq document. Page 14 says treat it like a high obstacle,? but I don't see that in the main rules.?
Hits are split among adjacent units within 4 inches. But shock is only shared within the squad.?
The faq should be in the files section here.? Kind regards Andrew Holmes
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On Mon, 15 Feb 2021 at 22:06, bill <bill@...> wrote:
Hi - still playing Scenario 4 from Kampfgruppe von Luck " Delaying action at the Chateau " and a couple of re questions have come up:
1. Throwing grenades over 8ft walls - if you miss do they come back as you are throwing upwards?
2. Shock - if a support unit is within 4 inches of a squad do they count for sharing shock - in our example a Panzershreck team has attached itself to a squad of 4 men with 6 shock?
Sorry if these have already been covered off but we had a lot of discussion over them tonight!
|
CoC - couple of rule checks
Hi - still playing Scenario 4 from Kampfgruppe von Luck " Delaying action at the Chateau " and a couple of re questions have come up:
1. Throwing grenades over 8ft walls - if you miss do they come back as you are throwing upwards?
2. Shock - if a support unit is within 4 inches of a squad do they count for sharing shock - in our example a Panzershreck team has attached itself to a squad of 4 men with 6 shock?
Sorry if these have already been covered off but we had a lot of discussion over them tonight!
|
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-------- Original message --------
From: bill <bill@...>
Date: 14/02/2021 14:18 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
Yes I think I was just trying to avoid the inevitable as I am itching to get started on the actual gaming although currently playing the last scenario of Kamphgruppe Von Luck remote against another member of my club. Have to say it is proving to be an absolute
better as the high Chateau walls have made some very interesting moves possible!
-------- Original message --------
From: Penguin Koen <kgpm.desmedt@...>
Date: 14/02/2021 14:10 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
>>I just wanted to know how far up the list I would need to get figures for and the answer is all of it!
That is the one answer that is always correct. All of it! And more than one of each for some :D
Good luck!
Koen
Op zo 14 feb. 2021 om 13:49 schreef bill < bill@...>:
Ah yes that seems to make sense now as spending 11 points on list 1 would be difficult!
The solo rules are a bit different as you allocate cards against units and support options as part of a Reaction deck with the advice to have more support available than you would normally as not everything will turn up. I just wanted to know
how far up the list I would need to get figures for and the answer is all of it!
-------- Original message --------
Date: 14/02/2021 12:32 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
They can then spend their 11 points from any of their lists, totalling 11 points.
On Sun, 14 Feb 2021, 12:29 Emilio Moskowich Burgo, < emosbur@...> wrote:
That's what I think too.
I'd say the Germans have 11 points, the Paras 1.
/Koen
Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
--
--
|
Yes I think I was just trying to avoid the inevitable as I am itching to get started on the actual gaming although currently playing the last scenario of Kamphgruppe Von Luck remote against another member of my club. Have to say it is proving to be an absolute
better as the high Chateau walls have made some very interesting moves possible!
toggle quoted message
Show quoted text
-------- Original message --------
From: Penguin Koen <kgpm.desmedt@...>
Date: 14/02/2021 14:10 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
>>I just wanted to know how far up the list I would need to get figures for and the answer is all of it!
That is the one answer that is always correct. All of it! And more than one of each for some :D
Good luck!
Koen
Op zo 14 feb. 2021 om 13:49 schreef bill < bill@...>:
Ah yes that seems to make sense now as spending 11 points on list 1 would be difficult!
The solo rules are a bit different as you allocate cards against units and support options as part of a Reaction deck with the advice to have more support available than you would normally as not everything will turn up. I just wanted to know
how far up the list I would need to get figures for and the answer is all of it!
-------- Original message --------
Date: 14/02/2021 12:32 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
They can then spend their 11 points from any of their lists, totalling 11 points.
On Sun, 14 Feb 2021, 12:29 Emilio Moskowich Burgo, < emosbur@...> wrote:
That's what I think too.
I'd say the Germans have 11 points, the Paras 1.
/Koen
Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
--
--
|
>>I just wanted to know how far up the list I would need to get figures for and the answer is all of it! That is the one answer that is always correct. All of it! And more than one of each for some :D
Good luck! Koen Op zo 14 feb. 2021 om 13:49 schreef bill < bill@...>:
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Show quoted text
Ah yes that seems to make sense now as spending 11 points on list 1 would be difficult!
The solo rules are a bit different as you allocate cards against units and support options as part of a Reaction deck with the advice to have more support available than you would normally as not everything will turn up. I just wanted to know
how far up the list I would need to get figures for and the answer is all of it!
-------- Original message --------
Date: 14/02/2021 12:32 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
They can then spend their 11 points from any of their lists, totalling 11 points.
On Sun, 14 Feb 2021, 12:29 Emilio Moskowich Burgo, < emosbur@...> wrote:
That's what I think too.
I'd say the Germans have 11 points, the Paras 1.
/Koen
Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
--
|
Ah yes that seems to make sense now as spending 11 points on list 1 would be difficult!
The solo rules are a bit different as you allocate cards against units and support options as part of a Reaction deck with the advice to have more support available than you would normally as not everything will turn up. I just wanted to know
how far up the list I would need to get figures for and the answer is all of it!
toggle quoted message
Show quoted text
-------- Original message --------
From: Nick <nick.meredith@...>
Date: 14/02/2021 12:32 (GMT+00:00)
Subject: Re: [TooFatLardies] Force Support
They can then spend their 11 points from any of their lists, totalling 11 points.
On Sun, 14 Feb 2021, 12:29 Emilio Moskowich Burgo, < emosbur@...> wrote:
That's what I think too.
I'd say the Germans have 11 points, the Paras 1.
/Koen
Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
--
|
They can then spend their 11 points from any of their lists, totalling 11 points.
toggle quoted message
Show quoted text
On Sun, 14 Feb 2021, 12:29 Emilio Moskowich Burgo, < emosbur@...> wrote: That's what I think too.
I'd say the Germans have 11 points, the Paras 1.
/Koen
Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
--
|
toggle quoted message
Show quoted text
I'd say the Germans have 11 points, the Paras 1.
/Koen
Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
--
|
I'd say the Germans have 11 points, the Paras 1.
/Koen Op zo 14 feb. 2021 om 12:08 schreef bill < bill@...>:
toggle quoted message
Show quoted text
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
|
Hi all,?
I am getting ready to play the Platoon 5 mini campaign using Geoff Bond's excellent solo rules from the latest lard magazine.
The first scenario is a Patrol one and I am getting the support options ready but am a little confused as to what level will be available for the German forces as there is such a difference in platoon strengths - The Paras are rated at +8 and
the Germans at -2 giving a whopping 10 point difference!
In the setup for the Patrol scenario the rules state "For support roll 1D6. On a roll of 1or 2 , both sides may select support from list 1 (amended depending on relative Platoon Strength Ratings)"
So let's say for example I roll a 2 - is this adjusted for list or points available?
Ie do the Germans select from list 1 + 10 =11 or do they have 10 points to spend on list !?
Sorry if this is basic but I normally just play Pint sized campaigns where the support options are always very clear
|
Re: Chain of Command rules question
May seem a bit arbitrary but we make the assumption that it
takes a turn for a building to collapse. The rubble may then be occupied in the
following turn.
On Wednesday, 10 February 2021, 11:58:11 GMT, Doug Melville <dougmelville@...> wrote:
If the building is collapsing I would suggest you have to wait some time for the ruins/rubble to stabilise.
?
Doug
?
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|
Re: Chain of Command rules question
If the building is collapsing I would suggest you have to wait some time for the ruins/rubble to stabilise.
?
Doug
?
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|
Re: Chain of Command rules question
Would the rubble adjacent to the building offer some cover?--
|
Re: Chain of Command rules question
I think Allan’s view is well thought out and logical. Possibly over generous in the survival of crew served weapons, but for game balance, quite
justifiable.
?
It’s the way I would choose to play it if pushed.
?
Regards
?
Doug
?
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From: [email protected] [mailto:[email protected]]
On Behalf Of John Gephart
Sent: 08 February 2021 17:13
To: [email protected]
Subject: Re: [TooFatLardies] Chain of Command rules question
?
Yes, you certainly could make that argument. What i gave you was simply my opinion, what you end up doing is up to you and your?opponent.
?
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force
my paras to leave the building out of the front door with 2 killed by falling rubble.
From what you've said I'm going to assume three sixes were rolled to cause the building to become unstable.
The question is how you treat casualties caused because a building is falling down around our ears. I have seen this treated in different ways but in my
view it is clearly not the usual roll for hits/roll for kill mechanic of combat. We need a system that covers not only sections/squads, leaders, support teams, medics. snipers and so on. A simple interpretation of the rules on page 48 gives us our answer.
Roll a D6 for each individual figure on a six (or a five & six)? they are a casualty. It is purely random everyone might get out safely or not......
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
Roll an individual D6 for him.
2. There is a sniper on the roof - what happens to him?
Roll an individual D6 for him. Important to recall that your sniper will only relocate (move) on a CoC die played in your turn but 'playing the period' the
poor bugger is not going to sit on his bum while the building is falling down.
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Matter of interpretation but we never let troops enter an unstable building - it is in the process of actually falling down.
The other issue that comes up is support weapons in a collapsing building. For us, if it as a large weapon like an anti tank gun it is abandoned and lost.
The crew may scamper away but it is a support lost. For weapons such as bazookas, Piats, Schreks if the model carrying the weapon survives OK bang stick gets out. For MMGs/HMGs and the like if sufficient crew survive they have a chance of taking the weapon
and ammo with them.? For MMGs this is three figures and for HMGs four. On the MG issue I'm not entirely convinced, as I feel carting a Browning 50 cal out of a falling down building would not be my top priority - but we agreed to the mechanics and it seems
to work.
?
?
On Monday, 8 February 2021, 10:21:00 GMT, bill <bill@...> wrote:
Ok that all seems to make sense - they will just have to make the best of it - I think it is a mute point anyway as another 15cm shell will be on its way soon!
-------- Original message --------
Date: 08/02/2021 10:01 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
Ah, I see what you mean, now, after checking the rules...
"If four or more 6’s are rolled when rolling to hit?the target, the structure will begin to collapse. Troops in a collapsing building will roll 1D6 for?each
man inside the structure, losing one man to falling rubble for every 5 or 6 rolled. Any?survivors will then be placed immediately outside any door of the building of their opponent’s choosing."
Obviously he chose an exposed door :D
I'd say that it could be cheesy if they run back through the building, otoh if the are really really exposed, they may take their chances with that. But in
that case, I'd say they would have to roll for casualties due to falling rubble, once for every phase they are inside or immediately adjacent to it. And add a chance of the building actually collapsing and all becoming casualties.
But to be honest, the?rules clearly suggest they can't go back in - you MUST evacuate already once the building becomes unstable, and even if not stated in
the same words, it is at least implied in the rules on collapsing buildings.?
?
Op ma 8 feb. 2021 om 10:43 schreef James Catchpole via
<jlcatchpole=[email protected]>:
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see
which way they go in their haste, and out the front door is one option.
?
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are
covered?
?
Op ma 8 feb. 2021 om 09:50 schreef bill <bill@...>:
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse
but on seeing that it hasn't they run back through it again taking the risk that it could still collapse on them?
-------- Original message --------
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to
me unlikely?
that they run right back into it.
?
On Sun, Feb 7, 2021 at 2:56 PM bill <bill@...> wrote:
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the
turn and force my paras to leave the building out of the front door with 2 killed by falling rubble.
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
--
--
|
Re: Chain of Command rules question
Hi John,
Thanks for the help? - We are going to go with that you can not occupy an unstable building and so the paras are just going to have to make a run for it!
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-------- Original message --------
From: John Gephart <jdginaz@...>
Date: 08/02/2021 17:13 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
Yes, you certainly could make that argument. What i gave you was simply my opinion, what you end up doing is up to you and your?opponent.
John,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave
the building out of the front door with 2 killed by falling rubble.
From what you've said I'm going to assume three sixes were rolled to cause the building to become unstable.
I now have 3 questions:
The question is how you treat casualties caused because a building is falling down
around our ears. I have seen this treated in different ways but in my view it is clearly not the usual roll for hits/roll for kill mechanic of combat. We need a system that covers not only sections/squads, leaders, support teams, medics. snipers and so on.
A simple interpretation of the rules on page 48 gives us our answer. Roll a D6 for each individual figure on a six (or a five & six)? they are a casualty. It is purely random everyone might get out safely or not......
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
Roll an individual D6 for him.
2. There is a sniper on the roof - what happens to him?
Roll an individual D6 for him. Important to recall that your sniper will only relocate
(move) on a CoC die played in your turn but 'playing the period' the poor bugger is not going to sit on his bum while the building is falling down.
?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Matter of interpretation but we never let troops enter an unstable building - it is
in the process of actually falling down.
The
other issue that comes up is support weapons in a collapsing building. For us, if it as a large weapon like an anti tank gun it is abandoned and lost. The crew may scamper away but it is a support lost. For weapons such as bazookas, Piats, Schreks if the model
carrying the weapon survives OK bang stick gets out. For MMGs/HMGs and the like if sufficient crew survive they have a chance of taking the weapon and ammo with them.? For MMGs this is three figures and for HMGs four. On the MG issue I'm not entirely convinced,
as I feel carting a Browning 50 cal out of a falling down building would not be my top priority - but we agreed to the mechanics and it seems to work.
Allan.
Thanks in advance
On Monday, 8 February 2021, 10:21:00 GMT, bill < bill@...> wrote:
Ok that all seems to make sense - they will just have to make the best of it - I think it is a mute point anyway as another 15cm shell will be on its way soon!
-------- Original message --------
Date: 08/02/2021 10:01 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
Ah, I see what you mean, now, after checking the rules...
"If four or more 6’s are rolled when rolling to hit?the target, the structure will begin to collapse. Troops in a collapsing building will roll 1D6 for?each man inside the structure, losing one man to falling rubble for every 5 or 6 rolled. Any?survivors
will then be placed immediately outside any door of the building of their opponent’s choosing."
Obviously he chose an exposed door :D
I'd say that it could be cheesy if they run back through the building, otoh if the are really really exposed, they may take their chances with that. But in that case, I'd say they would have to roll for casualties due to falling rubble, once for every
phase they are inside or immediately adjacent to it. And add a chance of the building actually collapsing and all becoming casualties.
But to be honest, the?rules clearly suggest they can't go back in - you MUST evacuate already once the building becomes unstable, and even if not stated in the same words, it is at least implied in the rules on collapsing buildings.?
/K
Op ma 8 feb. 2021 om 10:43 schreef James Catchpole via <jlcatchpole= [email protected]>:
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see which way they go in their haste, and out the front door is one option.
Cheers,
Jim
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are covered?
/K
Op ma 8 feb. 2021 om 09:50 schreef bill < bill@...>:
Hi John,
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse but on seeing that it hasn't they run back through it again taking the risk that it could still
collapse on them?
-------- Original message --------
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely?
that they run right back into it.
John a TFL grognard.
On Sun, Feb 7, 2021 at 2:56 PM bill < bill@...> wrote:
Hi all,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed by falling
rubble.
I now have 3 questions:
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Thanks in advance
--
--
|
Re: Chain of Command rules question
At what point does the collapsing building (dangerous non-cover) become a pile of rubble ex-building (handy hard cover)?
Tom
On Monday, February 8, 2021, 05:13:32 PM GMT, John Gephart <jdginaz@...> wrote:
Yes, you certainly could make that argument. What i gave you was simply my opinion, what you end up doing is up to you and your?opponent.
toggle quoted message
Show quoted text
John,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
|
Re: Chain of Command rules question
Yes, you certainly could make that argument. What i gave you was simply my opinion, what you end up doing is up to you and your?opponent.
toggle quoted message
Show quoted text
John,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed by falling rubble. From what you've said I'm going to assume three sixes were rolled to cause the building to become unstable.
I now have 3 questions: The question is how you treat casualties caused because a building is falling down around our ears. I have seen this treated in different ways but in my view it is clearly not the usual roll for hits/roll for kill mechanic of combat. We need a system that covers not only sections/squads, leaders, support teams, medics. snipers and so on. A simple interpretation of the rules on page 48 gives us our answer. Roll a D6 for each individual figure on a six (or a five & six)? they are a casualty. It is purely random everyone might get out safely or not......
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually? Roll an individual D6 for him.
2. There is a sniper on the roof - what happens to him? Roll an individual D6 for him. Important to recall that your sniper will only relocate (move) on a CoC die played in your turn but 'playing the period' the poor bugger is not going to sit on his bum while the building is falling down. ?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover? Matter of interpretation but we never let troops enter an unstable building - it is in the process of actually falling down.
The other issue that comes up is support weapons in a collapsing building. For us, if it as a large weapon like an anti tank gun it is abandoned and lost. The crew may scamper away but it is a support lost. For weapons such as bazookas, Piats, Schreks if the model carrying the weapon survives OK bang stick gets out. For MMGs/HMGs and the like if sufficient crew survive they have a chance of taking the weapon and ammo with them.? For MMGs this is three figures and for HMGs four. On the MG issue I'm not entirely convinced, as I feel carting a Browning 50 cal out of a falling down building would not be my top priority - but we agreed to the mechanics and it seems to work.
Allan.
Thanks in advance
On Monday, 8 February 2021, 10:21:00 GMT, bill < bill@...> wrote:
Ok that all seems to make sense - they will just have to make the best of it - I think it is a mute point anyway as another 15cm shell will be on its way soon!
-------- Original message --------
Date: 08/02/2021 10:01 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
Ah, I see what you mean, now, after checking the rules...
"If four or more 6’s are rolled when rolling to hit?the target, the structure will begin to collapse. Troops in a collapsing building will roll 1D6 for?each man inside the structure, losing one man to falling rubble for every 5 or 6 rolled. Any?survivors
will then be placed immediately outside any door of the building of their opponent’s choosing."
Obviously he chose an exposed door :D
I'd say that it could be cheesy if they run back through the building, otoh if the are really really exposed, they may take their chances with that. But in that case, I'd say they would have to roll for casualties due to falling rubble, once for every
phase they are inside or immediately adjacent to it. And add a chance of the building actually collapsing and all becoming casualties.
But to be honest, the?rules clearly suggest they can't go back in - you MUST evacuate already once the building becomes unstable, and even if not stated in the same words, it is at least implied in the rules on collapsing buildings.?
/K
Op ma 8 feb. 2021 om 10:43 schreef James Catchpole via
<jlcatchpole= [email protected]>:
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see which way they go in their haste, and out the front door is one option.
Cheers,
Jim
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are covered?
/K
Op ma 8 feb. 2021 om 09:50 schreef bill < bill@...>:
Hi John,
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse but on seeing that it hasn't they run back through it again taking the risk that it could
still collapse on them?
-------- Original message --------
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely?
that they run right back into it.
John a TFL grognard.
On Sun, Feb 7, 2021 at 2:56 PM bill < bill@...> wrote:
Hi all,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed
by falling rubble.
I now have 3 questions:
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Thanks in advance
--
--
|
Re: Chain of Command rules question
John,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed by falling rubble. From what you've said I'm going to assume three sixes were rolled to cause the building to become unstable.
I now have 3 questions: The question is how you treat casualties caused because a building is falling down around our ears. I have seen this treated in different ways but in my view it is clearly not the usual roll for hits/roll for kill mechanic of combat. We need a system that covers not only sections/squads, leaders, support teams, medics. snipers and so on. A simple interpretation of the rules on page 48 gives us our answer. Roll a D6 for each individual figure on a six (or a five & six)? they are a casualty. It is purely random everyone might get out safely or not......
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually? Roll an individual D6 for him.
2. There is a sniper on the roof - what happens to him? Roll an individual D6 for him. Important to recall that your sniper will only relocate (move) on a CoC die played in your turn but 'playing the period' the poor bugger is not going to sit on his bum while the building is falling down. ?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover? Matter of interpretation but we never let troops enter an unstable building - it is in the process of actually falling down.
The other issue that comes up is support weapons in a collapsing building. For us, if it as a large weapon like an anti tank gun it is abandoned and lost. The crew may scamper away but it is a support lost. For weapons such as bazookas, Piats, Schreks if the model carrying the weapon survives OK bang stick gets out. For MMGs/HMGs and the like if sufficient crew survive they have a chance of taking the weapon and ammo with them.? For MMGs this is three figures and for HMGs four. On the MG issue I'm not entirely convinced, as I feel carting a Browning 50 cal out of a falling down building would not be my top priority - but we agreed to the mechanics and it seems to work.
Allan.
Thanks in advance
On Monday, 8 February 2021, 10:21:00 GMT, bill <bill@...> wrote:
Ok that all seems to make sense - they will just have to make the best of it - I think it is a mute point anyway as another 15cm shell will be on its way soon!
toggle quoted message
Show quoted text
-------- Original message --------
From: Penguin Koen <kgpm.desmedt@...>
Date: 08/02/2021 10:01 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
Ah, I see what you mean, now, after checking the rules...
"If four or more 6’s are rolled when rolling to hit?the target, the structure will begin to collapse. Troops in a collapsing building will roll 1D6 for?each man inside the structure, losing one man to falling rubble for every 5 or 6 rolled. Any?survivors
will then be placed immediately outside any door of the building of their opponent’s choosing."
Obviously he chose an exposed door :D
I'd say that it could be cheesy if they run back through the building, otoh if the are really really exposed, they may take their chances with that. But in that case, I'd say they would have to roll for casualties due to falling rubble, once for every
phase they are inside or immediately adjacent to it. And add a chance of the building actually collapsing and all becoming casualties.
But to be honest, the?rules clearly suggest they can't go back in - you MUST evacuate already once the building becomes unstable, and even if not stated in the same words, it is at least implied in the rules on collapsing buildings.?
/K
Op ma 8 feb. 2021 om 10:43 schreef James Catchpole via
<jlcatchpole= [email protected]>:
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see which way they go in their haste, and out the front door is one option.
Cheers,
Jim
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are covered?
/K
Op ma 8 feb. 2021 om 09:50 schreef bill < bill@...>:
Hi John,
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse but on seeing that it hasn't they run back through it again taking the risk that it could
still collapse on them?
-------- Original message --------
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely?
that they run right back into it.
John a TFL grognard.
On Sun, Feb 7, 2021 at 2:56 PM bill < bill@...> wrote:
Hi all,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed
by falling rubble.
I now have 3 questions:
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Thanks in advance
--
--
|
Re: Chain of Command rules question
Ok that all seems to make sense - they will just have to make the best of it - I think it is a mute point anyway as another 15cm shell will be on its way soon!
toggle quoted message
Show quoted text
-------- Original message --------
From: Penguin Koen <kgpm.desmedt@...>
Date: 08/02/2021 10:01 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
Ah, I see what you mean, now, after checking the rules...
"If four or more 6’s are rolled when rolling to hit?the target, the structure will begin to collapse. Troops in a collapsing building will roll 1D6 for?each man inside the structure, losing one man to falling rubble for every 5 or 6 rolled. Any?survivors
will then be placed immediately outside any door of the building of their opponent’s choosing."
Obviously he chose an exposed door :D
I'd say that it could be cheesy if they run back through the building, otoh if the are really really exposed, they may take their chances with that. But in that case, I'd say they would have to roll for casualties due to falling rubble, once for every
phase they are inside or immediately adjacent to it. And add a chance of the building actually collapsing and all becoming casualties.
But to be honest, the?rules clearly suggest they can't go back in - you MUST evacuate already once the building becomes unstable, and even if not stated in the same words, it is at least implied in the rules on collapsing buildings.?
/K
Op ma 8 feb. 2021 om 10:43 schreef James Catchpole via
<jlcatchpole= [email protected]>:
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see which way they go in their haste, and out the front door is one option.
Cheers,
Jim
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are covered?
/K
Op ma 8 feb. 2021 om 09:50 schreef bill < bill@...>:
Hi John,
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse but on seeing that it hasn't they run back through it again taking the risk that it could
still collapse on them?
-------- Original message --------
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely?
that they run right back into it.
John a TFL grognard.
On Sun, Feb 7, 2021 at 2:56 PM bill < bill@...> wrote:
Hi all,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed
by falling rubble.
I now have 3 questions:
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Thanks in advance
--
--
|
Re: Chain of Command rules question
Ah, I see what you mean, now, after checking the rules...
"If four or more 6’s are rolled when rolling to hit?the target, the structure will begin to collapse. Troops in a collapsing building will roll 1D6 for?each man inside the structure, losing one man to falling rubble for every 5 or 6 rolled. Any?survivors will then be placed immediately outside any door of the building of their opponent’s choosing."
Obviously he chose an exposed door :D
I'd say that it could be cheesy if they run back through the building, otoh if the are really really exposed, they may take their chances with that. But in that case, I'd say they would have to roll for casualties due to falling rubble, once for every phase they are inside or immediately adjacent to it. And add a chance of the building actually collapsing and all becoming casualties.
But to be honest, the?rules clearly suggest they can't go back in - you MUST evacuate already once the building becomes unstable, and even if not stated in the same words, it is at least implied in the rules on collapsing buildings.?
/K Op ma 8 feb. 2021 om 10:43 schreef James Catchpole via <jlcatchpole= [email protected]>:
toggle quoted message
Show quoted text
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see which way they go in their haste, and out the front door is one option.
Cheers, Jim
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are covered?
/K
Op ma 8 feb. 2021 om 09:50 schreef bill < bill@...>:
Hi John,
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse but on seeing that it hasn't they run back through it again taking the risk that it could
still collapse on them?
-------- Original message --------
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely?
that they run right back into it.
John a TFL grognard.
On Sun, Feb 7, 2021 at 2:56 PM bill < bill@...> wrote:
Hi all,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed
by falling rubble.
I now have 3 questions:
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Thanks in advance
--
|