Infantry Combat
Weapon | Range | ROF | Notes |
Rifle Team | 4 | 1 | No moving fire, except US where ROF is unaffected. |
Rifle/MG Team | 4 | 2 | ROF 1 when moving. |
MG Team | 4 | 3 | ROF 1 when moving. |
Carbine Team | 2 | 1 | ROF 1 when moving, except US where ROF is unaffected. |
SMG Team | 1 | 3 | ROF unaffected by moving. |
Assault Rifle Team | 2 | 2 | ROF unaffected by moving. |
Bazooka Team | 2 | 1 | No moving fire. |
Tank Hunter Team | 2 | 1 | No moving fire. |
Panzerschreck Team | 2 | 2 | No moving fire. |
For infantry combat there are two sets of dice: firing dice and saving dice. The firer using the firing dice and the target uses the saving dice. Each squad/section totals the ROF of the firing stands; roll the number of firing dice equal to the total ROF. Target is an enemy squad/section2. The dice look as follows:
- Infantry - three faces have an infantry hit, making it a base 50% chance of a hit for each ROF.
- Grenade - one face has a grenade hit, which is an infantry hit only in assault. This increases the chance of hitting infantry in assault by 16%.
- Blank - two faces are blank, meaning there is a base 33% chance to miss infantry. Note that when armor is introduced, these will likely be Armor icons, but for now they are simply reserved for future use.
- Cover - three faces provide a save for those in cover. This may change if I go for the concept of cover and bulletproof cover.
- Concealed - one face provides a save for those that are in concealment. (Note that almost all cover also provides concealment.) Conscript infantry cannot ever count the Concealed face as a save.
- Veteran - one face provides a save for Veteran units.
Overloaded Squares
Each square can contain more than one infantry stand. However, when a target is in a square with more than one infantry stand (an "overloaded" square) , one die is added to the firing dice total of the firing squad/section for each overloaded square the target is in. For example, a US squad consisting of three stands is spread across two squares, with both squares containing two stands (one of those stands is from another squad). When the German squad fires at it (two Rifle/MG stands) it would roll 2 [stands] * 2 [ROF] + 2 [overloaded squares] = 6 dice.
One note: Conscript infantry will have command and control problems, essentially forcing them into overloading squares.
Pinning
Just to have something to start, I think a squad/section will be pinned if they receive one hit per stand. I might have to make it two hits per stand, if everyone starts getting pinned everywhere. I also prefer Conscript to be pinned more easily than Trained, and Train more easily than Veteran. In Flames of War this occurs naturally because lower skilled troops get hit more frequently, and therefore has an increased chance of being pinned. In these rules the skill level is embedded in the save, not the hit, so it might be better to use multiples, such as 1 hit per stand for Conscripts, 1.5 hits per stand (round up) for Trained, and 2 hits per stand for Veterans. Something to mull over.
The effects of pinning should be no movement, not just no forward movement, even if caught in the open. I think units that start their turn pinned should automatically unpin at the end of the turn (i.e. every unit is pinned for one, and only one turn, unless the enemy maintains pressure and continues to pin them with fire turn after turn).
Summary
So, that is the basic mechanic. Total dice from the firing stands and count the hits. For each hit roll a saving die. If the hit is not saved, the stand is lost. Hit allocation is as with Flames of War, but done at the squad/section level rather than the platoon level. The battles are still expected to be with reinforced company commands.
1 Some say that there are no more unique game mechanics, only combinations of existing ones.
2 This is my attempt at reducing some of the "gamey-ness" of casualty allocation, albeit at the expense of slowing down firing resolution.
3 I realize that this is vastly different from Flames of War, which gives all infantry a basic 67% chance of saving, even if caught out in the open. As this version is a strawman, just to have something to test with, this may need to be altered radically if you find it burns through infantry too quickly.
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