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"Any reviews of Disposable Hero 2 WW2 rules" Topic


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johnbear4424 May 2017 9:13 a.m. PST

I never played version one, I have played mainly boltaction, and was wandering how the rules vary. What are some of the unique mechanics in the game? Can you break your squads down in fire teams? That is truly the only thing that frustrates me about boltaction. Any and all feedback would be great and helpful.

saltflats192924 May 2017 11:57 a.m. PST

In version 1 you could split your squad into 2 teams (usually an LMG team and a manuever team and putting the squad leader with the team you thought needed the morale boost).
Don't know if they changed it for version 2.

Personal logo BrigadeGames Sponsoring Member of TMP24 May 2017 12:11 p.m. PST

JBR

there is a lot of discussion in both the Yahoo Group and on the FB pages. The author is active on both and here.

As we ran the rules KS back in January, a lot of DH1 gamers had specific questions that were answered by the author.

Yahoo group:

link

DH2 Rules Kickstarter –
The author did "Bootcamp" updates – so look through these as they might answer your questions.

link

FB pages and fan group:

link

Fried Flintstone24 May 2017 4:05 p.m. PST

JB if you have Bolt Action armies and want to play more "realistic" rules that support fire teams, etc then I would heartily recommend Chain of Command.

Pizzagrenadier24 May 2017 6:56 p.m. PST

Johnbear44: As the author, I can give you an idea of how it plays, though since I haven't played BA or BA 2, I can't necessarily compare the two.

I have played CoC and can say it has a more natural flow for combat and picks up some elements of platoon level combat few other systems do.

First off, it does allow you to break squads down into parts, but the way the rules work, you can easily move and fire with more than one team, allowing you to perform squad tactics easily and naturally. It uses Tactical Points to perform actions, so when a unit Activates, it gets three Tactical Points that allows you to move or shoot in any combination. These points can be shared by nearby units. SO you could use a Tactical Point to rush a rifle team across a street while the LMG covers them. Or, with sharing movement Tactical Points, the whole squad could move together. This makes movement and shooting very naturally flowing on the fly.

Some of the unique mechanics are the scenario deployments which use a double blind system without the need for record keeping or maps. This means the attacker and defender set up five each locations on their side of the table as places where the defender might place units and places where the attacker will deploy from. Units are kept off table until, for the defender they are revealed by fire or coming into close contact, or as the attacker they are brought on the table to advance. This means the attacker is truly advancing into an empty table and he must use good tactics, cover, and a sound plan to attack successfully. This "empty" battlefield really creates tension without the need for maps or record keeping.

This also plays into the next unique element. The core game is based around a battlefield representing the 50m of space in a platoon attack, so unlike many platoon level games where both players grab full platoons and slug it out with support weapons and tanks, this system creates a much more realistic situation for each player.

The defender is only allowed to use one squad to defend his side of the table. Platoons typically defend a 100m or more, and so on a table as small as 50m, only one squad will be on the line. The other will be in reserve and the other somewhere else off the table. For the attacker, he will be using his full platoon of two squads on the table attacking with a third in reserve. This means the defender will have to place his units and fields of fire carefully.

Another unique rule is "first fire". This is where the first unit to open fire (usually the defender) has a major firepower advantage. Much like in the AARs of real combat, an attacker advancing into the unknown is often surprised by the first hidden MG to light him up. This adds even more tension to the game.

Lastly, one of the unique elements of the game is how players may use support weapons off table. HMGs, AT guns, mortars, etc. can all be played as off table support with mechanics to provide HMGs with beaten zones and cones of fire (HMGs can now be true area denial weapons instead of just more dice). Mortars can be dialed in and create areas where the enemy will not want to go. Creating beaten zones and dialing in mortars is as easy as placing a marker. Beaten zones can be traversed as well, and mortars can adjust their fire also on the fly all using the already mentioned Tactical Points. Again, this allows for a very easy and natural flow using a set of very simple mechanics, but allowing players to do a lot with them.

I guess Teppsta can recommend CoC. It is a fine game (though IMHO overrated). But I'd say give DH II a try. I think there is a LOT there you will enjoy and I think you'll find it suits your request.

Check out the Bootcamp links listed by Brigade. I think they will give you a good idea of how a turn plays.

Thanks!

Keith

15mm and 28mm Fanatik24 May 2017 8:45 p.m. PST

Can you break your squads down in fire teams? That is truly the only thing that frustrates me about boltaction.

I have both BA2 and DH2. As Keith (Stine) mentioned, DH2 allows you to break up a squad into teams while conforming to the historical TO&E. An American rifle squad (12 strong) can be split up into an 8-man rifle team and a 4-man BAR team, for instance, while a German Grenadier squad (9 strong) can be divided into a 6-man rifle team and a 3-man LMG team.

You're wrong about Bolt Action though. BA2 is by default built around fire teams. A "squad" in BA always starts out understrength, typically with only 1 NCO and 4 men. That's it. If you wish, you can then purchase more men with points to build it up to full-strength or anywhere in between. This actually allows you more flexibility than DH2 in sizing your squads, but at the expense of following the TO&E to the letter. Most people (myself included) don't have a problem with this because in reality, a squad in any given battle may be understrength to begin with anyway due to casualties, depletion, attrition, etc. before green replacements can arrive to the frontlines from the rear. From a practical standpoint, this makes it easier for you to play with what you actually have without worrying too much about whether you have the exact number of figures for a full-strength squad with the right mix of weapons that the TO&E says the squad should have.

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