Couple of questions on the rules

Started by Plastic bucket, 18 March 2026, 03:51:36 PM

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Plastic bucket

Hi folks, just arrived here so hello there! Also have just had a first read of the FWC2 rules and have a couple of quick questions -

1. Couldn't find the points and effects for orbital bombardment although it sounds fun! So would appreciate a tip-off on that.
2. When shooting at a target not normally possible for a weapon (I.e small arms at hard targets) the rules call for a '6' to hit and maybe suppress the target. I wasn't clear if the successful dice also needed to score a '6' or the usual score for suppression which is per the cover of the target (4+ in the open for example)
3. How many HQs would you recommend I be using for a fun game. Probably in the 3000 point territory or maybe a bit less.

Thanks for looking and more importantly any answers!

Big Insect

Quick reply

1. Orbital Bombardments (AKA Orbital Strikes) are on page 64.
You need to pay 40pts for a 'Light' one and 80pts for a 'Heavy' one, per bombardment.
Light Orbital Strikes have 4 attacks per unit targeted or under the template
Heavy Orbital Strikes have 8 attacks per unit targeted or under the template
These costs will be appearing in the army lists, as will the numbers and types of Orbital Strikes an army can buy.

2. Yes - this is a bit of errata that has already been picked up. It should read that you dice to hit the target as usual, except that you cannot inflict a hit, you cause a suppression instead and that the unit saves on it's normal save throw. Apologies for the confusion.

3. Interesting question - it depends upon the type of force/Battlegroup you are using. If you are playing with something with HQ's with a high CV they will be expensive and that will dictate/limit the numbers you can buy. If you are using a low-cost Primitive Tech. force - with lots of uncontrollable units (bloodthirsty Hunter-Scavengers for example) and you'll have a small command radius per HQ, then personally I'd have as many HQ's as I can afford. But 1 per 10 combat units (excluding on-table artillery) is not a bad ratio for that sort of army.
So, not a specific answer - sorry. But I hope it is helpful.
The more Commanders you can have (within the Army list per 1,000pt restrictions) the better IMHO.

Cheers
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 "outside of the box" thinking.

Plastic bucket

Nice one thanks Mark - much obliged.

19th century octopus

I'm atotal newbie, and I'm rather excited as I finally have time over the summer to look at the rules properly.

I've been mocking up a few very basic games, about 200 points with no terrain and whatnot to try to wrap my head around the rules, and while it's mostly going well, I haven't been able to find an exact answer to one question. It's probably in the book, just overlooked by me.
The question is;
When, if ever, are hits removed. The book doesn't have an immediately obvious answer that I can find, and the quick reference sheet specifically says that unsaved hits do not automatically clear. Is there a way of repairing units, are the hits removed at some stage that is turn/time based, or are all hits permanent? And are the rules different for Infantry, Armour, Artillery &c.?

Big Insect

Hi 19thCOctopus

In the standard game all hits come off units, as does suppression.
The answer to your question is on Page 24 - Phases - End Phase.
- Hits come off at the end of the players turn
- Suppression comes off at the end of the Active players turn

So in effect:
A unit under your command receives a hit in your turn, from enemy Opportunity Fire. That unit is also becomes suppressed from the effect of that hit, in that turn.
At the end of your game turn (your CO has moved), you remove any hits on your units, but as you are the Active player, your units also remove their suppression.
Any hits you inflicted upon your Opponent, in your turn, are also removed, but any suppression you inflicted on them remains, as they are not the Active player.

Your Opponent now takes their turn.
As a result of their Initiative or Commanded shooting against your units, your Opponent inflict a new hit on your unit. You dice again for Suppression as normal. During your Opponents turns all of your hits remain on, so that cumulative shooting might potentially result in a Knock Out (KO).
Additional suppression can also potentially be caused from this or further shooting.
As this suppression accumulates this might result in the unit falling back (& as a result it could potentially be KO'd).
At the end of your Opponents turn both yours and their Hits are removed.
Also their Suppression is removed (as they are the Active players) but your Suppression remain in place during your next turn.
Hopefully that makes sense?
 
There is no difference between the hits inflicted by different weapon types (Infantry, AFVs, Artillery, Air etc.) or the method of shooting (Direct Fire or Templated Fire) this process applies on a standard basis.

There is an Optional 'Hits Stay On' version of the game - to be found in the Optional Rules PDFs. In that the Hits always stay on, but the suppression is removed, as per the standard game. This produces a much faster game.

Hopefully that is helpful
Welcome
Cheers
Mark
NB: I will double check the QRF to ensure there is not an error  :)
'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 "outside of the box" thinking.

19th century octopus

02 June 2026, 02:33:02 PM #5 Last Edit: 02 June 2026, 02:46:51 PM by 19th century octopus
Thanks! That makes perfect sense, and was what I had assumed. The QRS at present mentions that 'unsaved hits do not automatically clear', which made me think I was missing something, or misinterpreting it. Your help is very much appreciated!  :)
A second question I have come across is that on pg 48, it mentions that 'Firing on the move is only possible with infantry units [...] and [stabilised] units' How exactly does that work? Does it mean that infantry can move and fire as part of the same command, or that they can fire while moving from a previous command, whereas vehicles require a new command for each time they stop, OR that non-infantry units cannot move and fire on the same turn (unless stabilised).

Big Insect

03 June 2026, 10:24:17 AM #6 Last Edit: 03 June 2026, 10:35:58 AM by Big Insect
Quote from: 19th century octopus on 02 June 2026, 02:33:02 PMThanks! That makes perfect sense, and was what I had assumed. The QRS at present mentions that 'unsaved hits do not automatically clear', which made me think I was missing something, or misinterpreting it. Your help is very much appreciated!  :)
A second question I have come across is that on pg 48, it mentions that 'Firing on the move is only possible with infantry units [...] and [stabilised] units' How exactly does that work? Does it mean that infantry can move and fire as part of the same command, or that they can fire while moving from a previous command, whereas vehicles require a new command for each time they stop, OR that non-infantry units cannot move and fire on the same turn (unless stabilised).

If a unit (other than INF:) is not classified as Stabilized it cannot move and shoot - it can do one or the other per commanded order.

Yes - Infantry can move and fire as a Commanded Order* - you need to be specific in your order - are you commanding them to fire then move; move and fire and move again; or fire and then move. The reason for this is in relation to an opponents Opportunity Fire options, as Opportunity Fire can be triggered by the first part of this sequence (e.g. you move - that triggers the Opportunity Fire - before you can fire yourself).
So in effect basic Infantry units (which excludes Mortars, heavy weapons and anti-armour and AA weapons) is (in effect) shooting on the move.

AFUs (vehicles) that have no stabilization will need multiple orders to move (order 1) and shoot (order 2).

*Initiative Actions are different (& restricted) you can either move or shoot in an Initiative Action (not both).

I'll check the QRF and make it clearer. 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 "outside of the box" thinking.