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"Force on Force Question - Dealing with Multiple Reactions(?)" Topic


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Comments or corrections?

Jazzadazza14 Feb 2017 3:35 a.m. PST

Hey all wondering if there are any FOF players on here that can answer our groups question will the rule set!

Dealing with Multiple Reactions(?)
– Reaction Tests are rolled starting with nearest unit to furthest unit

– Resolve reactions in which the Non-initiative unit lost

– Resolve reactions in which the Non-initiative unit won

– Initiative unit completes action

These steps completely contradict the gameplay as I understand it?

Does the initial acting unit roll as well to determine if they have successfully completed their action (eg. move out of LOS) before any reacting unit can fire (in the wording provided I would believe that there is no opportunity for this to occur, which is contradictory to the section dealing with one v. one action/reaction tests).

Vigilant14 Feb 2017 4:07 a.m. PST

As I understand it the reaction are resolved in order and only then can the initial unit complete its move. Also the initial unit loses a die for after each reaction, making dealing with multiple reactions very difficult.

pzivh43 Supporting Member of TMP14 Feb 2017 4:31 a.m. PST

The sequence is correct. However, the if the initiative unit can move out of sight if it wins all the Reaction tests. I've played a lot of FoF, and the number of times a multiple reactions have come up have been few. Also remember that the non-initiative unit can only react to what it can see.

So for example, if an initiative unit starts to move, and two non-initiative units that can see it, declare reaction, the initiative unit stops and reaction checks are resolved. If the initiative unit wins, it keeps moving. If one or more of the non-initiative units win, then there is firing to be resolved. If the initiative unit survives the fire, it completes its move. If it gets hit and fails morale, it's done.

To continue, let's say the initiative unit survives the reactions. It moves around a corner of a building and comes into sight of another non-initiative unit. That unit can try to react, and it is resolved in the same way.

More complex than it sounds really, and IMO, is a fairly straightforward way to model the complex, uncertain realities of modern warfare, especially irregular combat. YMMV!

Mike Mayes14 Feb 2017 6:50 a.m. PST

The FoF reaction system can be confusing.

There is inconsistency in the use of terminology – especially between the rules versions. The reaction resolution chain can seem counter intuitive at times, but it does work.

I find it helps to think of the reactions as interruptions – attempts by the reacting units to interrupt the action of the unit with the initiative. The opposed rolls determine if the interruption was successful or not.

As noted by pzivh43, multiple reactions are not that common and rarely very complex. Tactically, the non-initiative player should be cautious about reacting as failure still counts as that unit''s activation for the turn. Also remember that after the initiative player announces his intention for the activated unit, ALL reactions are announced.

The real complications start when you add overwatch, opportunity fire and moving in to close assault. . .

If in doubt, fake it until you make it – there are interesting mechanics in these rules.

Mike

GeoffQRF14 Feb 2017 2:28 p.m. PST

Tookme a while to get my head around it, until I realised the problem was my head trying to over complicate it.

It's one of those things that really makes sense once you get it, but somehow sounds way more complicated when you try to explain it.

Lion in the Stars14 Feb 2017 9:50 p.m. PST

I don't think that's quite the right order, plus I play a slight mod to the reaction cascade.

1) Initiative Unit declares action, all reacting units declare their reactions.

2) Everyone rolls Reaction Tests.

3) Actions are resolved from closest reacting unit to farthest, regardless of whether the reacting unit beat the acting unit's reaction roll or not.

My mod is that actions are resolved in the following order:
1) Any reactions that beat the acting unit are resolved from closest unit to farthest.
2) Acting Unit's action
3) Any successful reactions that didn't beat the acting unit are resolved from closest to farthest.
4) Any unsuccessful reactions, from closest to farthest.

You will need some kind of "this unit has reacted" marker for this, I recommend a small base with some dirt puffs on it like a line of gunfire.

Jazzadazza15 Feb 2017 7:08 p.m. PST

Thannks guys this has cleared up our questions!

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