Compatibilty between FWC and CWC

Started by Lord Kermit of Birkenhead, 05 June 2021, 10:03:21 AM

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Lord Kermit of Birkenhead

Question on the old forum so tghought I'd better raise it here. Basically are the two sets compatible with regard to vehicle statistics. My gut feeling is no, the top end stuff in CWC is far too powerful in comparrison to FWC stuff. Any thoughts?
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Lord Kermit of Birkenhead
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Big Insect

They are completely different systems - no compatibility at all and they are likely to diverge even further with CWCII and FWCII. I suspect.

Worth directing whoever has asked to this forum Ian.
I have deliberately stopped replying to questions on the old forum TBF.
Thanks
Mark
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Lord Kermit of Birkenhead

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flamingpig0

I am planning to use my 1970s era Soviets as neo -Soviets = when we see the rules - hint!

Big Insect

Quote from: flamingpig0 on 06 June 2021, 02:20:34 PM
I am planning to use my 1970s era Soviets as neo -Soviets = when we see the rules - hint!

There is a purrrrrfectly good Neo-Sov list in FWC now - I even added some gunships to it so you can use your 'not-Hinds' on table as well.

FWC is a way behind Korean War supplement and CWCII.
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Lord Kermit of Birkenhead

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hammurabi70

Quote from: Big Insect on 07 June 2021, 02:04:45 PM
There is a purrrrrfectly good Neo-Sov list in FWC now - I even added some gunships to it so you can use your 'not-Hinds' on table as well.

FWC is a way behind Korean War supplement and CWCII.

Korean War supplement? Can we have clarification of matters?

Big Insect

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Big Insect

Quote from: hammurabi70 on 07 June 2021, 02:16:13 PM
Korean War supplement? Can we have clarification of matters?

Still a work in progress - I must admit it is actually hard (for me) to keep up the interest in this - it is (possibly and maybe we should have a poll on this, at some point) by far the most boring war I have had to research. Now that is just a personal opinion of course, but I thought I ought to be honest about it.

Personally I have also always thought it should be left within the CWC orbit rather than being sucked into the gravitational pull of BKC ... as the scope of CWC is exactly what it says on the tin, a set of rules covering the Cold War era (post 1945 to 1991) but again that is just a personal opinion.

We/I are actually reasonably advanced in our thinking ... but one of the challenges is identifying and adding any Special Rules specific to Korea.
I've created a whole new mechanism for ground based smoke projectors ... as an example ... which could be used in Great War games or maybe FWC (stretching it a bit) as well.
Likewise, I've beefed up the impact of serve cold weather - as an optional feature. I've also improved the Reserves rule, to allow for Night Time surprise attacks by the Communists on later UN prepared positions. But after that I am struggling to be honest.
Most of the major technological advances occur in the air-war - which is outside the scope of BKC.

I'm open to thoughts and suggestions from interested parties though?

Cheers
Mark
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Lord Kermit of Birkenhead

My take on Korea is that, like the French in Indo China an extension of WWII. The kit apart from the Centurion and M46 was all used in 1945, the artillery and small arms were all WWII stuff. The jets are to an extent irrelevent. A large percentage of the strike aircraft were WWII vintage, some of the jets were as well. Tactics were the same as well - afterall they had worked well in 45 so no reason to change.
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thegamerzedge

Hi all,

I was the wayward soul over on the old forums with this question.  So I'm looking to play out an Alien Invasion scenario.  Near term timeframe...with the Aliens advanced just enough to make it a fight, i.e. some shields, limited plasma weapons, powered armor, drones, etc...   My difficulty is either downgradingFWC unites to make a viable Earth force or trying to upgrade something from a CWC baseline.

I defer to those wizened and experienced enough  for ideas.

Thanks,
Derek

Big Insect

I'd use FWC and adjust the weapons from one of the 'human' lists - the thing about all the Commander rules is that most of the base mechanism can readily be adapted.
For example if you want your human forces to have weapons that wont damage alien 'armour' - then make the a * weapon in FWC so they only inflict suppression on armour targets.
Aliens in battle-armour count as armoured. Heavy weaponry is probably best left to be able to cause damage to armour and shields.
You can buy HVP or equivalent for your alien weaponry, to represent lasers passing through a number of targets in the line of fire.

Another piece of game play is to allow the alien force to remove Hits (as per the standard game) but the humans must keep their hits on.
Equally in FWC infantry can dice for saves (that might apply to your aliens) but in BKC infantry cannot dice off hits - so that might apply to your humans.

As for Earth armour (tanks) just pick an appropriate tracked or wheeled vehicle of the 'human' lists and at best make it a High Impact Weapon.
But using BKC stats will make your human troops far too powerful - as the stats for a Sherman in BKC will not translate exactly in FWC.

Give your aliens Flexible Tac doc and Advanced Technology (so they will be a smaller force), whilst the humans can be Standard Tac.Doc but might be classified as Primitive Tech. so you'll get a lot more of them, as long as you don't try and by any advanced tech weapons.

Generally I have found that by adapting an existing list you can get the effect you desire - such as the Pax Arcadian list (for example) - so same applies to you alien force.
Are they a robotic type of alien - then try using the Droid list (for example).

Hope that is helpful
Cheers
Mark
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.

thegamerzedge


Lord Kermit of Birkenhead

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Lord Kermit of Birkenhead
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