Help support TMP


"Mods to Red Actions!" Topic


1 Post

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't call someone a Nazi unless they really are a Nazi.

For more information, see the TMP FAQ.


Back to the Early 20th Century Discussion Message Board

Back to the Russian Civil War Message Board


Areas of Interest

World War One

Featured Hobby News Article


Featured Showcase Article

15mm WWI British Rifle Platoon

Personal logo Editor in Chief Bill The Editor of TMP Fezian adds an infantry platoon to his WWI Brits.


Featured Workbench Article


Featured Profile Article

First Look: Barrage's 28mm Streets & Sidewalks

Personal logo Editor in Chief Bill The Editor of TMP Fezian looks at some new terrain products, which use space age technology!


Featured Book Review


1,213 hits since 12 Nov 2015
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
jfishm198112 Nov 2015 6:45 a.m. PST

Hey all,

I've decided to give Red Actions! a whirl as my new go to RCW rules.

I came across a few points that I wanted to raise with the forum.

1) First off, the rules mention simultaneous firefights, but I couldn't seem to find anything about this in the rules. I was thinking of using a mod which states a unit that HAS NOT MOVED OR FIRED yet in the turn may fire back at an enemy unit firing at them. This would mean that when they act on their own initiative, they could move but not fire, seeing as how they already have.

2) Another mod I was curious about was allowing units to run instead of the standard move, allowing units to double their move rate barring that they do not fire in the round. Does anyone use this already?

3) Are MG units and Artillery units always made up of 1 platoon, meaning that they would never really fire more than a total of 18 unless mods give them a right column shift? Would making them 2 stand units be too overpowering?

4) And last but not least…does anyone force units wanting to remove terror markers to actually test on a die roll? I see that in the rules, units automatically remove all markers if they stand still and do nothing in the turn. I was thinking of forcing the morale check. On a pass, remove all markers. On a fail, remove only 1/2 the markers.

Thanks all!

J

Sorry - only verified members can post on the forums.