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House Rules variant v.3


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#1 Sami K

Sami K

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Posted 07 August 2012 - 12:19 AM

Decided to post these here as well:

 

Firing:

All firing is now counted as suppressive fire, with one important addition: rolling 2 or 3 hits also causes a casualty on the target unit.

Terrain cover dice: as normal, except an entrenchment in the woods counts as a “trench”, with 4 cover dice / 2 if adjacent (they stack in the base game, this addition makes it easier to eliminate them up close and matches the trench rules in FotB).

Units can affect any or all enemy units on the target hex with a cumulative -1 firepower penalty per additional target unit. Apply the same attack pool on all target units, while the targets roll defense dice separately.

Combined Fire allows you to include an extra attacking unit in your firing action when performing a concentrated fire, but this now costs one command point and is resolved separately.

Pinned Units:

Pinned units may be activated for a Concentrated Fire action at half firepower, or full firepower if an officer is present, as pinning is much more prevalent now. This rule works out the same as normal assault rules. Desperate Defenders now allows disrupted units to fire at half firepower as well.

Opportunity Fire (Overwatch)

Now any unit can op fire, even those that are not designated to be in overwatch, with the following rules:

- Fresh units may op fire, only against enemy movement, at close or normal range – but gets a +1 to the difficulty to hit (5-6 hit). They become fatigued as a result.

- Fatigued units may op fire, only against enemy movement, at close range, but get both a +1 to the difficulty to hit, needing 5-6, and halve their firepower.

- You may spend a command point to fire Op Fire at normal range, with the same modifiers as above.

Units in Overwatch may now fire against enemy firing. The enemy unit is allowed to fully complete its fire action, and only afterwards can the overwatching units fire on it. Rapid Op fire from machine guns is not possible against enemy firing, only against enemy movement.

 

 

 

 

Machine Guns, Mortars and Rapid Opportunity Fire

Machine guns and Mortar Teams are considered as taking 3 holes on the squad base. Machine guns and mortars may thus only have 1 extra model in addition to the weapon team. However, the firepower of the Machine Gun unit is increased by 1 when it performs a concentrated attack or a non-rapid op fire attack.

Machine Guns’ Rapid Op Fire is limited as follows: Every time they use Rapid Opportunity Fire, roll a D6. If the result is 2 or more, it may stay in Overwatch. There is a -1 to the roll if they do not have another regular or elite soldier figure in their squad.

MG against armored vehicles: Machine guns only have firepower 1 against any vehicles with an armour value. Machine guns are not meant to punch through tank armour.

Mortars may now lay smoke in addition to firing normally. To do so, a mortar must have a normal non-weapon team model in the same squad. This is simply resolved by placing a smoke token on the target hex after drift, instead of resolving an area attack against the hex.

Air Bursts: applies only to unarmored units in woods when fired upon by mortars and artillery. The cover of the woods is reduced by 1.

Foxholes: Applies to units in entrenchments (that are not in Woods!) when fired upon by mortars and artillery. Increase the cover value by 2.

 

Specializations

 

Engineer Specialization: May spend 2 movement points to remove an entrenchment or tank traps, similar to Razor Wire. Reduces any enemy cover by 2 in assaults (destroying an entrenchment if it does. Also grants +2 firepower in assaults against vehicles. May not dig entrenchments in the middle of the battle anymore.

Anti-Tank Specialization: Reduces cover of pillboxes by 3 when shooting or assaulting with the anti-tank unit as the main attacker.

 

 

Vehicle Rules:

Light Vehicle Facing & Movement

Light Vehicles too must be facing one of the six sides of the hex it occupies. Light Vehicles can only move into the hex they are facing, and they can turn up to two hex sides after each hex moved.

Extra turns of up to two hex sides cost the vehicle 1 Movement point each, and can be done without restrictions.

Vehicles can only fire at units in their front hexes, unless they are turreted.

Reversing costs double the normal movement points for Light Vehicles.

Heavy Vehicle Facing & Movement

Heavy Vehicles too must be facing one of the six sides of the hex it occupies. Heavy Vehicles can only move into the hex they are facing, and turn one hex side after each hex moved for free.

Extra turns cost the vehicle 1 Movement point each, and can be done without restrictions.

Vehicles can only fire at units in their front hexes, unless they are turreted.

Reversing the Heavy Vehicles initially costs an extra movement point (ie. 2 MP for the first hex in reverse) but is normal thereafter (ie. 1MP for each hex after the first).

Vehicle Facing & Armour

Heavy vehicles have a different armor value for front (the 3 front hexes) and flanks (the 3 rear hexes):

Tiger I: 6/ 4 thick armor

Panzer IV: 5 / 2

M4 Sherman: 4 / 3

There are no separate effects for “flanking” light vehicles.

Bogging Down: Vehicles entering certain terrain run the risk of bogging down and being immediately marked as fatigued. Terrain and obstacles such as woods, rough ground, wire, entrenchments and streams may cause a vehicle to bog down. Vehicles check for bog when entering and exiting a hex. Some modifiers may apply to the bog check.
Fully Tracked Vehicle: avoids bogging down on 2+ on 1D6
Half Tracked Vehicles: avoids bogging down on 3+ on 1D6
Wheeled Vehicles: avoids bogging down on 4+ on 1D6

Tank Traps: May setup in shallow water obstacles. Vehicles may not enter a hex containing tank traps. An engineer unit may remove a tank trap if it starts its turn in the hex with the tank trap. Unit is fatigued after removing the tank trap. Tank Traps may be removed by 3 or more Hits from Artillery – roll to damage the traps separately.

Hull Down: Vehicles on a higher level than the attacker gain +1 cover.

Assaulting Vehicles (And assaulting with vehicles!)

You may now assault hexes with heavy vehicles in them AND assault with vehicles themselves, too! Vehicles in assaults use their armor against attacks as normal, except they use their rear armor due to the danger of assaulting with tanks, and their firepower is reduced by two (before possible halving for supporting). Vehicles that are assaulted from a flank/rear position also halve their firepower after the reduction of -2! You must have your opponent’s permission to allocate hits on vehicles, and they make armor rolls only against those hits.

Vehicles may not assault buildings or pillboxes. Vehicles that assault other terrain types must test for bogging down – if they fail, they cannot participate in or start an assault.






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