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"Firing at "clustered" targets (WW2)" Topic


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Last Hussar17 Jan 2015 5:58 a.m. PST

I'm revisiting a set of rules I wrote some years ago before I discovered TFL, who use a number of concepts I was using, and provided me with much of what I was trying to do.

The biggest difference in my rules is "Delayed fire resolution", which may be unique in Company sized 20th Cent rules.

Instead of rolling dice when you fire, you mark the target with 'firepoints', depending on weapon, range, cover- standard mods, but just not rolling dice. When the unit activates it then rolls for hits – the to hit number depending on what it declares it will be doing (examples, Move 4+, Firing 5+, Hunker down- so no actions – 6). Any hit roll d6 1-no effect, 2-3 Pin, 4-5 Suppress, 6 "Kill" (I need a better word for "Kill", as it isn't necessarily a man dead. 2 "Kills" removes the base)

The results are applied BEFORE the action is resolved. The results can be actual effects, or seen as the men saying "Nope, not going to advance towards the hail of bullets."

I'm rewriting the rules that deal with proximity to the target of other units.

Not sure whether to go with
1) Split equally between all those within 'x'.
2) As one, but extra hit on everybody
3) Half on Targeted base, split the rest.
4) as 2, but any one within 'x' gets an extra hit (so firing against a base with 2 other bases in proximity produces an extra two hits over all.
5) As 2, but if not enough Fire Points to assign one to everyone, those without get a hit anyway.

The rational for extra hits is that units react even if not targeted if close enough, and that misses might find an unintended target. Again I remind you that 'Kills' are deaths – they are people dropping out the fight, (Combat shock, wounds, helping wounded, helping wounded even if they don't need it as an excuse etc)

Martin Rapier17 Jan 2015 11:07 a.m. PST

Casualties and target density don't have a linear relationship for direct fire weapons, so (4) might be the best approach (rule of thumb, triple the targets = double the casualties). In the interests of KISS simply allowing all fire to hit all targets in the beaten zone is much easier to keep track of, although figuring out who is and who isn't in the danger zone is a complete PITA if you don't use a grid to regulate firing.

I have struggled with this for some years.

Last Hussar17 Jan 2015 12:44 p.m. PST

Just realised there is a typo: I think 4 and 5 should refer to 3 not 2. I put 2 in late.

I believe you have a credit in the pre amble, Martin.

As to targets, its going to be everyone within x, nice and simple.

goragrad17 Jan 2015 7:02 p.m. PST

Not dealing with the OP question, but as a matter of curiosity wondering why moving has a lower modifier than firing?

Last Hussar17 Jan 2015 7:39 p.m. PST

That isnt a mod, that is the target number when resolving hits. Working on the assumption that a unit that moves when under fire is more likely to suffer an adverse effect than staying put and shooting.

Martin Rapier18 Jan 2015 8:56 a.m. PST

OK, go with 4. Denser targets should produce more casualties overall, so that means extra hits, not just spreading the base number of hits around. Similar to collateral damage in AK47.

I have to say the amount of moaning this generates among players who like to deploy their WW2 troops like Napoleonics is unbelievable, however stick it on a grid and suddenly they are quite happy that that a hex/square stacked to the heavens is going to get blown apart.

Last Hussar18 Jan 2015 10:02 a.m. PST

Yes – I must try PBI again. I know people moan about grid distortion, but they seem to assume everything moves at parade ground regularity. I read somewhere it is a training need to stop men crossing a road at right anlges, and get them to keep going in a straight line. Might buy a piece of green cloth just to grid up

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