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Author Topic: FoW Rules Clarification  (Read 361 times)
Aaron
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« on: January 20, 2010, 02:54:55 PM »

Regarding the argument we had last night please refer to the top of page 43 (small rulebook) under the heading "Score to Hit"

"Select the easiest team to hit in the target platoon for each shooting team and use this team for all to hit rolls from that shooting team against the target platoon"

So as I was saying last night you pick the easiest target which in last nights case was in the open/short range.  You then roll your to-hit dice and allocate hits.  Allocating hits taking up a seperate part of the rules and is unrelated to the dice roll to hit, once you have hit it ceases to have an actual score (ie 4, 5, 6) just becomes "A hit"

To clarify for everyone else what happened last night (simplified) was that 2 shermans where shooting at 3 panzers.  2 of the panzers were at short range 1 at long.  The tank at long range was through side armour so was obviously the preferred target.  In order to hit the long range, side armour tank it was decided that the score needed was 5's and to hit the front armour short range tank it was 4's.  The Us general was instructed to roll to hit against that specific target (as agreed by both the US & Nazi generals with me standing in the back ground ranting   Roll Eyes ).


My understanding is the dice roll to hit should have been 4's all round (short range in the open) and then after hitting on 4s the first hit should have been allocated to operational tanks within 16 inches and then operational tanks outside 16 inches even though he is at long range and technically couldn't be hit by score to hit of 4's.

My general interpretation goes:
From shooting team find the easiest to hit target in the target platoon 
Roll dice count number of hits.
Allocate hits (with no reference to what score was rolled to achieve a hit).

So any other thoughts? 
Daniel?
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« Reply #1 on: January 20, 2010, 02:58:19 PM »

Well shit, I don't think I've ever been playing the rules properly then. But I guess that's not much of a surprise.

From now on all my units are going to be perfectly aligned to whoever is firing on them so they're all equidistant from the firing teams.
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Aaron
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« Reply #2 on: January 20, 2010, 03:37:27 PM »

Now now, we dont want you going all anal on us...   Roll Eyes

But seriously folks, Im pretty confident the above assessment is correct and you definitely do get different scores (like 1 team needing a 4 and the other needing 5) but that is when the shooting teams are at different ranges.

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« Reply #3 on: January 20, 2010, 03:48:14 PM »

I think the confusing part is:

You allocate fire by team vs team.

But you assign hits on the platoon.

I think in the past I've effectively been playing shooting by team AND allocating hits by team, which is where the confusion arises.

Also, Pulp .45 is looking good about now...
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Jonathan
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« Reply #4 on: January 20, 2010, 03:57:05 PM »

Also, Pulp .45 is looking good about now...

I have to say it; when Stu is right, he is right.

Pulp & Cowboys FTW
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Aaron
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« Reply #5 on: January 20, 2010, 05:20:07 PM »

You allocate fire by team vs team.

But you assign hits on the platoon.

In my head I allocate fire from team to platoon.  The platoon being represented by the easiest to spot/hit team.
Then allocate hits on that platoon.  In (pretty much) anyway your opponent wants.
Then work out saves based on a team to team direct comparison.  (long range/bullet proof cover).

Where it gets confusing is when you group roll dice for teams that have different aspects (ie. one shooting team is in the side armour and one team is in the front).  In those instances you need to roll shooting team by team or different coloured dice so that you dont allocate hits from a tank which can only hit front armour to a side armour shot.  But to be honest Im sure we are doing this part right.

This is a subtle but important difference to the differing aspects in relation to hit.
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Aaron
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« Reply #6 on: January 20, 2010, 07:21:46 PM »

I re-read the rules on my lunch break that seems about right.  Apparently the group rolling of dice is done at the target platoon commanders discression so probably what we should have done last night is rolled each tank seperately and resolve shooting/damage for the first team before rolling for the second...

Which of course contradicts the rule on the next page about allocate all hits before rolling for damage.

I dunno, it all comes out in the wash...

 Smiley
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Jonathan
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« Reply #7 on: January 20, 2010, 07:22:51 PM »

Stupid question time: how hard would it be to adapt the FOW rules to a 28mm small squad action based game?
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« Reply #8 on: January 20, 2010, 07:29:01 PM »

I sure we could actually find a half decent 28mm scale small squad action war game on the web without having to think about adjusting FOW...

To the Googlecave boy wonder!
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« Reply #9 on: January 20, 2010, 07:33:39 PM »

Holy Search Engines:

http://www.boardgamegeek.com/boardgame/20441/battleground-world-war-ii
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Jonathan
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« Reply #10 on: January 20, 2010, 07:39:52 PM »

Nice.

Small problem: no money.

Bigger problem: School stationary lists, school uniforms, school fees x3
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« Reply #11 on: January 20, 2010, 07:40:43 PM »

Nod's as good as a wink to a blind bat squire.

There may be ways, ways that involve the intertubes...
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Aaron
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« Reply #12 on: January 20, 2010, 08:11:29 PM »

As we wait for the Swashbuckling Stu I would have thought you could do a direct 1 for 1 replacement.
1 team = 1 trooper.
1 vehicle = 1 vehicle.

It seems average distance for a man held shooting weapon in games is 16 - 24inches so I dont see any reason to change ranges/move distance etc.

The problem would be the platoon based nature of the rules and converting things like morale checks.  Still you could just uplift the from LoToW which feel like they would work about right (hit the deck or run for cover).

You could also apply the on the ground rules (ie difficult to spot to shoot/charge)...

Probably the main reason you wouldn't do this is that the whole reason for 28mm squad based games is for the nuance of bayonet vs bowie knife.  Garand vs Luger vs grenade.  It would make for a very generic game...
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Jonathan
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« Reply #13 on: January 20, 2010, 11:36:12 PM »

This just in from the Flames of War newsletter:

Against the Flood - Operation Uranus (VII)
Wolf Höpper concludes his series of articles on Operation Uranus, the encirclement of the German 6th Army in Stalingrad.


Against the Flood - Operation Uranus?  Sounds like they are battling a severe case of diarrhea...
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Jonathan
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« Reply #14 on: January 27, 2010, 07:36:35 PM »

Nod's as good as a wink to a blind bat squire.

There may be ways, ways that involve the intertubes...

I'm assuming you didn't find anything *downloadable* then... ?
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