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"Command Decision III House Rules" Topic


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844 hits since 2 May 2023
©1994-2024 Bill Armintrout
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Achtung Minen02 May 2023 5:56 p.m. PST

I've been playing around with CD3 some more and came up with a few house rules, so I though I'd share them here!

Pinning Fire: Attacks with ammunition types HE (high explosive) and SA (small arms) will only pin an enemy personnel stand instead of causing a hit if the die roll to hit comes up an unmodified "1" or "2." This rule does not apply in any of the following cases: if the target personnel stand is pinned (see Rule 7.46), if the target personnel stand is in covering terrain (see Rule 7.42), if an SA attack is against the flank of the target (i.e. the target is enfiladed by small arms fire), if the attack is a Close Assault (see Rule 7.7), if it is a direct hit from HE (see Rule 6.45) or if the result of "1" or "2" would not have normally caused a hit otherwise.

Rationale: I've remarked before that shooting is quite deadly in CD3. I find it a bit too "punchy" for my taste, with nothing in between a "no effect" result and a "permanent damage" result. Any damage is permanent damage, with no chance for an attack to inflict a temporary condition that can be fully recovered.

This house rule introduces a bit of cushion between the all-or-nothing shooting results that exist now and makes things a little more survivable. It also helps the attacker a little more than the defender (who will generally be in cover and thus won't benefit from the rule quite as often). The idea of the rule here is to distinguish between "area fire" and "concentrated fire"… targets in hard cover already have a -2 penalty to be hit (or better), so the near misses wouldn't worry them and those die values are covered by the penalty. Likewise, this gives a benefit to enfilading the enemy (which normally has no advantage in CD3), since enfilading fire will become proportionally more deadly than firing against the frontage of the target.

Enemy Contact: No unit may move within 5" of a known enemy unit except with a disengage or cautious movement order. Other movement orders will halt at 5" distance or at whatever point within 5" distance that the enemy is spotted. This rule does not apply to human wave assaults.

Rationale: This rule is meant to do a few things. Firstly it is meant to limit attackers suddenly bypassing a defender to infiltrate the defender's rear area. Units have very high movement rates in CD III and can race past defenders that flub their opportunity fire rolls. In reality, however, a leader wouldn't order such a reckless maneuver in close proximity to unidentified enemy troop formations. Cautious movement seems appropriate and avoids the gamey situation of racing into the rear area. The second function of this rule is to emphasize the use of reconnaissance. Currently, hidden units are a danger because they can surprise you with fire. With this rule, hidden enemy positions also become temporary roadblocks against your fast maneuvering troops, who must halt and assess the danger ahead for the remainder of the turn. Full advance and travel march should be only really be used away from enemy positions and the frontline.

Wolfhag05 May 2023 5:56 a.m. PST

Enemy Contact: No unit may move within 5" of a known enemy unit except with a disengage or cautious movement order. Other movement orders will halt at 5" distance or at whatever point within 5" distance that the enemy is spotted. This rule does not apply to human wave assaults.

I think the issue here is timing. A typical tank crew in WWII was expected to engage and shoot at a new target within 15 seconds, maybe slightly more if buttoned up, slightly less if overwatching in the right direction. If the target was moving at 25kph he will have moved about 100m in 15 seconds. At close engagement ranges he could move to your flank and shoot before you can. Also, a target may move into and out of your line of sight before being shot at.

Cautious movement seems appropriate and avoids the gamey situation of racing into the rear area.

I think the speed would depend. If they just broke through the defensive lines they may go full speed for the rear areas. Advancing to contact should be done using bounding overwatch.

Wolfhag

Achtung Minen05 May 2023 2:50 p.m. PST

@wolfhag Yep, agreed entirely!

Wolfhag06 May 2023 1:51 a.m. PST

One solution may be when engaging an enemy with opportunity fire have the shooter roll a D10. The result is x10 which would be the % of movement the target can make before being engaged.

Example: A unit wants to move 12 inches. The shooter rolls a D10 for a result of 3 which is 30% of 12 inches. The target is moved 4 inches and then shot at. If it is a miss the target continues to move. If the target is out of the shooter's LOS after moving 4 inches the shooter does not react quickly enough to get the shot off and the shooter disappears.

I think this would work fairly well if you use 10-second turns.

Pinning Fire: I think small-arms fire is much more dangerous in games than in a real battle. If the target is in good cover according to a British War Office Report their causalities would be 1-5% per minute if fired at by a British Bren Gun section.

I use a "Hunker Down" rule that protects the unit from small arms direct fire (not indirect) but their offensive capability is severely penalized. I also allow pinned/suppressed units to fall back without needing to activate or pass any other check.

Wolfhag

Achtung Minen06 May 2023 4:03 a.m. PST

Ah yes, Command Decision uses 15 minute turns (and platoon-sized stands), so it's a little higher scale than the standard skirmish rules. I agree about small arms fire… the difference in protection between a unit in cover and a unit in movement melts away fairly quickly after the latter starts going belly-down in the dirt (maybe a handful of seconds after they start to realize that they are under fire). With a 15 minute turn, than lethality difference in the fire is rather negligible. The real difference between those two units is less that the unit in cover is better protected (against small arms fire) and more so that the unit in cover is able to continue to operate more effectively while under small arms fire (returning fire, making limited maneuvering etc), while the unit in the open will be more effectively pinned and less able to respond.

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