Firing modifiers

Started by JJ252, 11 June 2022, 01:25:45 AM

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Big Insect

Quote from: JJ252 on 11 June 2022, 11:49:15 AMAs per my original post, effectively the these rules are saying a platoon reduced to 1 vehicle can still fight just as effectively as a full strength platoon of 4 or 5 tanks.

But the platoon is not reduced to 1 vehicle - as stated previously - a hit is not a lost vehicle. It represents many different and diverse situations effecting the vehicles when it is under fire.
The only 'loss' is the loss of the whole platoon - reflected by a knockout.
Hits cause a unit to roll for suppression and suppression in its turn has an adverse effect on the units fighting/operational ability.

By all means apply a 'house-rule' that reduces the number of d:6 by 1 for each hit that the unit takes - but again (as stated above) as hits are removed at the end of each turn, the only time this will have an effect is when firing using Opportunity fire. Also, if a unit is hit multiple times, and not knocked-out, the likelihood of it becoming suppressed is high. Once it is suppressed it cannot shoot back anyway.

So you might be looking to create a mechanism for no real reason.

You might want to use the Optional 'Hits Stay On' rule - that does carry the hits over from one turn to another (with suppression being removed as per usual), but I suspect that even in a 1:1 game the level of losses/attrition will be so high (maybe realistically) that again I doubt your game will last long enough for the reduced ammo 'house rule' to have any real impact.

But it is an interesting discussion
Thanks
Mark
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "out of the box" thinking.

Ithoriel


QuoteThe 'Commander' bit of the title suggests to me the rules are trying to reflect warfare at a higher level of command - which at early review and learning, the CWC rules don't seem to do.
You seem to want to play as Quartermaster Sergeant!


Surely the point of a "Commander" level game is to abstract out those things that commanders have subordinates to do?

I don't want to be counting bullets and barrels of oil I want to be manoeuvring my units to advantage and ensuring that fire is directed, as far as possible, at the most significant targets. YMMV.
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Big Insect

The basic rules mechanism have worked well across all 3 Commander series rules sets, since they were 1st conceived, back in 2002.   

CWC-II is an 'evolution' from CWC-I and whilst it has some new rules added, errata corrected and some minor changes, the core mechanisms remain true to the original concept.
The rules were designed with a minimum of 'book-keeping' as a key principle and also with an eye to speed of play.

Ammo supply, fuel logistics are not part of the rules design principles.

But .... as always, the rules have a long and honoured tradition of players developing 'house-rules' and we encourage that. In the past some of these 'house-rules' have become adopted in future editions (the Helicopter rules in CWC-II are a case in point).

Many thanks
Mark
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "out of the box" thinking.