"Force on Force Help" Topic
6 Posts
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Grumpygamer | 24 May 2017 10:16 a.m. PST |
Hey gang, I havent had a lot of luck on the AA forum so I thought I would sound off here. Ambush Alley's Force on Force seems like an awesome rules set and a perfect match for us but we have a few questions. Is there somewhere we are missing we can post them? Mainly the mechanics of action/reaction are giving us some pause. Any help would be appreciated. I hate to be specific here but will if its appropriate. |
RX Bandit | 24 May 2017 10:46 a.m. PST |
They have a facebook page that is pretty active and should get you a response, but you could probably post the specific questions here. |
pzivh43 | 24 May 2017 12:55 p.m. PST |
Post em on here---several enthusiastic players like myself will weigh with their .02! Mike |
Grumpygamer | 24 May 2017 1:16 p.m. PST |
10-4 – thanks Lets say a Unit with initiative is activated, moves and fires, is reacted to, completes it actions and is done. Later, a unit without initiative reacts in its LOS to another acting Unit with intiative. Can the first Unit in turn react to the new threat? If so, then I assume Units with initiative and those without are limited in their reactions only by… a. Once they fail a reaction test they are done for the turn b. Once the -1 mod per reaction equals their Firepower c. If they are irregulars they may only react once. Final Note – If the above unit may react then the only difference a unit on overwatch enjoys is the positive modifier to the reaction test, as anybody can react and lastly that a unit using Opportunity fire simply forfeits its regular activation but may react possibly many times with the limitations I mentioned above. Somehow I think Im missing something as when playing with the rules a bit it seems the clusters of reacting units gets to be a real mess. Are the units with Initiative more limited than I am allowing? |
Grumpygamer | 24 May 2017 3:35 p.m. PST |
Posted to facebook and Shawn is helping me out. Thanks guys. |
Lion in the Stars | 24 May 2017 9:10 p.m. PST |
A unit with initiative (for example, a US unit in a US v Taliban game) has to sacrifice it's activation to react to a non-initiative model's reaction. But you're right that the reaction cascades can get really messy. I have one modification I make to the reaction resolution process that I think makes it a little more intuitive: I resolve any reacting units that beat the active unit from closest to farthest, then the active unit, and finally the units that didn't beat the active unit from closest to farthest. I recommend some kind of marker to help ID which units have acted/reacted, the best diorama type I've come up with is a string of dirt-puffs for "has acted", and a single larger blast for "pinned." You can even use one string of dirt-puffs to mark each round of fire, if you have a unit getting lots of reactions that beat it. |
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