First Game -- Inevitable Questions

Started by bkehrman, 01 August 2022, 01:06:47 AM

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bkehrman

A friend and I had our first game today.  Large game, maybe too large.  A Reinforced Soviet Tank Regiment vs a US Tank Battalion and Mech Infantry Battalion.  Scenario 1:  Soviets won 4 - 2.  In the game we ended up with a few questions.  We fully acknowledge that we probably missed these things in the rules or misread the rule when we found it.

1)  Bradley (and maybe others) Stabilization.  The Bradley Bushmaster has a ROF of 2.  It has the S2 trait in the notes.  As we read the Stabilization rule, a vehicle could move half of its distance then fire, subtracting 2 dice from its pool.  OK, so if the Bradley moves then it cannot fire, is this correct?  If so, why bother giving it the S# trait in the first place?  We assumed (based on a conversation with a mutual friend who was on a M901 crew in the 80s) that you would only fire a TOW when stationary.

2)  ERA / Composite Armor.  When fired at by an ATGM, ERA equipped tanks get a 4+ save.  A T-72 already has a 4+ save.  Composite Armor tanks get a 5+ save.  An M1A1 has a 3+ save already.  Is the ERA / Composite an additional save, i.e., roll twice to save against ATGM?

3)  Are HQ committed to specific formations during the battle?  We recognize that this game is very much an evolution of an "older fantasy battles" rules set (Can I name names?) In that other set, who gives orders to whom is flexible.

Hopefully, Lee sees this and adds any other questions I forgot.

Smartbomb

#2: If I remember correctly, ATGMs don't allow for saves normally. Thus  the T-72 would get no save against an ATGM, but a T-72BV (I think those had ERA) gets a 4+ save against an ATGM.

#3: An Order Group can be made up of any units an HQ chooses during a turn. Units can be dropped but can't be added from an OG. An HQ can command more than 1 OG in a turn. There is an optional rule for Fixed Formations (see the Optional Rules thread on here.) Page 23 in the manual explains Order Groups.

bkehrman

Quote from: Smartbomb on 01 August 2022, 02:29:18 AM#2: If I remember correctly, ATGMs don't allow for saves normally. Thus  the T-72 would get no save against an ATGM, but a T-72BV (I think those had ERA) gets a 4+ save against an ATGM.

D'oh!  There it is, bullet point #6 on page 50.

Lord Kermit of Birkenhead

Quote from: Smartbomb on 01 August 2022, 02:29:18 AM#2: If I remember correctly, ATGMs don't allow for saves normally. Thus  the T-72 would get no save against an ATGM, but a T-72BV (I think those had ERA) gets a 4+ save against an ATGM.

Correct unless noted otherwise

#3: An Order Group can be made up of any units an HQ chooses during a turn. Units can be dropped but can't be added from an OG. An HQ can command more than 1 OG in a turn. There is an optional rule for Fixed Formations (see the Optional Rules thread on here.) Page 23 in the manual explains Order Groups.

Again correct wasn't aware that fixed formations was optional. Also look up rigid doctrine +1 for all doing the same thing.
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Shedman

Quote1)  Bradley (and maybe others) Stabilization.  The Bradley Bushmaster has a ROF of 2.  It has the S2 trait in the notes.  As we read the Stabilization rule, a vehicle could move half of its distance then fire, subtracting 2 dice from its pool.  OK, so if the Bradley moves then it cannot fire, is this correct?  If so, why bother giving it the S# trait in the first place?

Don't forget the Firing Modifiers (Page 38) which can add dice

+1 targets within half-range
+1 firing into the flank or rear
+1 soft target target within 20cm