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#1 |
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Senior Member
Join Date: Jan 2006
Location: Austell, (outside of Atlanta)
Posts: 3,655
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Hello everybody,
Just thought I'd chime in here about the Uber-Soldiers and their domination of the battlefield. I've been play testing an idea I've had about massed firepower of the soldier. Mainly, my concern has been over the invincible nature of the game and certain SA's (you know who you are!). With the soldier getting the whack with the latest round of aircraft (straffing) and the basic soldier getting displaced further by units like the Hero's: I decided to play a little optional rule. Combine FIRE! Requirement: A commander to be adjacent to those who are going to give combined fire. In other words, without leadership, the squads WILL NOT COMBINE fire on a single target. How do you play this Colonel Coo?
So what are the benefits of combined fire Colonel Coo?
Are there any restrictions to this rule Colonel Coo? Besides the previous list showing how cause combined fire, the only other restriction is that the attacking unit may not gain more dice from combined fire than it would normally throw. Hence, if a unit has an Anti-Infantry value of 3 (say it's a Pak-40), only three other units may combine fire with that unit (giving it 3 extra attack dice). For SA's that grant higher Attack Dice (H2H, CA) use those values. So, an example? A line of German Mausers (say 6 of them) are facing off against a line of three Screaming Eagle Paratroopers. Behind the mausers and adjacent to all of them is a SS H'Furher. The first German mauser rolls and get's luck with 5 successes. The German officer then directs a group of Mausers to key in on that target. The second Mauser goes to attack (say medium range) instead of rolling 6 dice, the German player decides to go for it and commits 4 other Mausers to combine fire against the target. Those Mausers are now considered activated and cannot move or attack. The Second Mauser (who is benefiting from all this combined fire) now adds FOUR dice (1 for each other soldier that combined fire with it) to its attack roll value. 6+4= 10. 10 Dice are now thrown. Why is this good? Because it re-adds value to a large ground force getting close to a target. It makes the Luff-inf worth a darn at medium range. It allows marine riflemen to kill something at long rage. It allows a horde of Screaming Japanese Arisaka rifles to actually kill an enemy tank (as long as they are close enough and have an officer leading them!) |
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#2 | |
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NewYorker/Jersey boy
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Quote:
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#3 |
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Senior Member
Join Date: Jan 2006
Location: The Netherlands
Posts: 1,081
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Very nice idea. I had something like this in my mind, not as detailed as you have now... Good thinking.
Seems logical too.
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It is well that war is so terrible -- lest we should grow too fond of it. Completed trades: 36 AAM/WAS Traders: TopAce (4 trades, prefered supplier), WinterWarCaptain (5), HRS (3), FlyingDutchman (1), Boersma8 (7), Richter von Manthofen (2), scorpnoire (1), Barbarossa2000 (1), Sputnik (1), Sharpe (1), tereso_pt (1), bresh (2), Grumpy (1), Dickman (1), Sturmgrenadier (1), zwartdraakje (1), Raus(1), Outgunned(1), Argeus (1). AAM Tradelist: click here (Includes WAS) AAM Player Database: click here AAM Stats: click here SSBTradelist: click here On Star Wars Miniatures Forum I am also Arontje |
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#4 | |
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Senior Member
Join Date: Jan 2006
Location: Austell, (outside of Atlanta)
Posts: 3,655
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Quote:
It allows a mix of top of the line Soldiers (good dice to start with), leaders and support troops versus the current method of ONLY top of the line soldiers. Something else is it allows AT guns to be effective when massed. |
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#5 |
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Senior Member
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Sounds like it will make a bazai charge quite devestating.
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#6 | |
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Senior Member
Join Date: Jan 2006
Location: Austell, (outside of Atlanta)
Posts: 3,655
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Quote:
With a core 15 unit limit as a fundamental rule and placing the "legal target" into the rules, a Banzaii charge against a Tank would require: A Commander, A Arisaka Rifle (adjacent to the officer and adjacent to the tank) Additional Arisaka Rifles adjacent to the tank (AT values on Arisaka Rifles are range 1) to provide combined fire and they must also be adjacent to an Commander. The Commander is the weak link (it is why I added it after some play testing) in the whole enchilada. In a 100 point build or even 200 point build, trying to keep enough commanders close to your troops to provide adequate combined fire is TOUGH. Best use so far is when two Pak-40's combined fire with a 20mm FlaK against a target (soldier) at lond range. It gave the 20mm two extra dice at long range. the Anti-air restriction was added due to the ease in which planes are kill without combined fire. |
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#7 |
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Lost in material oblivion
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Combined fire is something used in Star Wars minis. IMO, based on seeing it played in that game, I think it can be abused. Honestly, I was quite pleased when I saw that A&A didn't have such a rule.
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"You don't ask why a fire burns or a plague spreads, don't ask me why I fight." |
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#8 |
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Senior Member
Join Date: Jan 2006
Location: Austell, (outside of Atlanta)
Posts: 3,655
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I am not certain that "abuse" is going to happen. To completely commit the Combined Fire actions (outlined previously) you have several strong restrictions.
First off: the adjacent Commander. In order to direct the fire against the same target you are goign to need to keep a commander on the field and alive. Second: the Die addition limit equal to the # of attackers die (hence a bank of MG-42 shooting at a tank at long range will only ever throw 4 dice) stops the stand off and kill them. Third: The limits against aircraft (keeping Aircraft alive!) to only units with Anti-air may combine fire. Fourth: only impacts Soldiers. So should a squad of 3 Bazooka's shooting a 1 lonely Blackshirt have any real chance of even disrupting the Blackshirt? If they are led by a commander I say yes. Combine fire and get a couple (2) extra dice against the target. That's about a Dozen guys with Bazooka's shooting at 4 guys holed up and shooting at them. I think the result is just about dead-on what would have happened. |
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#9 |
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WinterWarCaptain
Join Date: Feb 2006
Location: Helsinki: Finland
Posts: 838
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I think this is a magnificent idea, Colonel_Coo. I appreciate the far-reached thinking required for presenting it so (nearly) exhaustively.
The restrictions sure rule out most possible abuses. But I wouldn't be surprising if, say, after several gamers played several battles incorporating this rule, some "fishy" situations did present themselves. This is normal for nearly all AAM rules, as we have witnessed. But it only leads to even better and more precise rules.
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--WinterWarCaptain Helsinki: East from the US and West from Russia My Trade List (132 trades) Private-Rokka's (8 trades) Trades in progress: Piemaster |
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#10 |
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Senior Member
Join Date: Jan 2006
Location: Austell, (outside of Atlanta)
Posts: 3,655
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Originally I was going to only alllow units without any SA to combine fire. That made the rule too restrictive. It was also hard to word out "negative" SA's.
Interestingly, I like it because a embankment of Japanese ATG's can now do something at long range (if led by an officer). The adjacent to a commander is a *****! It tends to bunch up your guys (heloo Rocket Salvo!) and they get worked over by Mortars. The combined fire is usally used by WEAK units against a single STRONG unit. With the 15 unit limit in place the Combined fire rules work very well. With no unit limits, it makes the Japanese very effective (if they have troop strength). The combined fire is also used to great effect by support on mortars. I thought about it for a while and liked it. The only thing I may see getting abused is the -1 on cover rolls. I didn't like it orignally the first time I saw a Mortar throw 10 dice and get -1 on the cover roll. I toyed with range restrictions, but they were cumbersome. If you'd like to weaken the rules any, just take away the -1 on cover roll bonus. (I like it as I think having the whole enemy force shoot at your ass would impact your willingness to stay in the fight and not become a "destroyed" unit = no longer combat effective) |
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