Post by walt on May 5, 2019 16:46:40 GMT
Hey guys I'm looking for anything that will help get rolling soon.
I ran into this breakdown today and wondered if you guys would proof read to see if it's accurate?
From what I've read so far it looks good.
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1. Are you moving? Yes/No
* Yes, my recon unit moves
2. If yes did you move someplace an enemy figure can see you? Yes/No
* Yes, there's a german unit in a ditch in front of me that can see me.
3. OK, roll In Sight. Use the Reputation levels of the Leaders on both side (REP = morale/training level) as the number of d6 you roll. E.g. a REP 5 leader will roll x5d6. Modify that dice pool based on circumstances (enemy concealed, you are moving, etc.) Each side rolls their dice pools, looking for scores of 1, 2 3 -- 4-6 is no good. The side with the most successes wins and acts first. Moving side must score more successes to act first.
4. Whoever won can act first, typically if you can fire you'd fire, otherwise you might duck back, etc.
5. Are you shooting? Cool. Look at the ROF of the weapons you're firing per figure. Then roll 1d6+REP level per shot, and check the shooting table against the right circumstances -- did you fast move, is the enemy in cover, etc., and a 10+ always hits, a =>7 always misses.
E.g. a figure with an SMG (ROF 3) and a REP 5 will roll x3d6, adding the REP score of 5 to reach roll. Say I roll a 4, 6, 1 -- that means my to hit rolls are 4+5=9, 6+5=11, and 1+5=6. In most cases that's probably two hits on the other side. Apply scores from highest to lowest on the first through last targets. So apply from 1st to last in order 11, 9, then 6.
6. How many hits did you get? Allocate them on a 1 hit per figure in the group you're shooting at, and then the player who got hit makes a Shooting Damage roll for each figure based on REP. Below REP and the figure ducks for cover and can't fire back, REP or above and it's either dead or out of the fight (but can be saved by a medic). Apply scores from highest to lowest on the first through last targets. So apply from 1st to last in order 4 then 3.
e.g. Two figure get hit with SMG fire, a both REP 4 figures. I roll 1d6 per figure, scoring a 3, 4. The 3 means the figure ducks for cover, the 4= the figures REP so is injured and out of the fight for the rest of the game, or if you have a medic it can be helped and get back into the fight right away. Yep.
7. Once you're done the other guy shoots back with his remaining figures, follow the same process. If they scored Return Fire. If they score it a second time they Duck Back instead. You shoot at me and miss. I return fire and miss. You fire 2nd time and miss. I duck back.
8. Once both sides have done stuff, any group that took casualties needs to make a morale check to see if they keep shooting or duck for cover. Correct, once shooting and melees stop any unit taking casualties takes the Man Down test.
9. Rinse and repeat until one side has ducked for cover or been wiped out. Left fight or wiped out. You can duck back one turn and pop back into sight on the next.
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Also Ive ran into this ver 3 flow chart. Is this useful for ver 4 at all? Wow, took a closer look and it's way off. 4th Edition is so much smoother getting to same conclusion. I'll try and do another.
www.gamestercrafter.com/nuts-3rd-ranged-combat-flow.pdf
I ran into this breakdown today and wondered if you guys would proof read to see if it's accurate?
From what I've read so far it looks good.
---
1. Are you moving? Yes/No
* Yes, my recon unit moves
2. If yes did you move someplace an enemy figure can see you? Yes/No
* Yes, there's a german unit in a ditch in front of me that can see me.
3. OK, roll In Sight. Use the Reputation levels of the Leaders on both side (REP = morale/training level) as the number of d6 you roll. E.g. a REP 5 leader will roll x5d6. Modify that dice pool based on circumstances (enemy concealed, you are moving, etc.) Each side rolls their dice pools, looking for scores of 1, 2 3 -- 4-6 is no good. The side with the most successes wins and acts first. Moving side must score more successes to act first.
4. Whoever won can act first, typically if you can fire you'd fire, otherwise you might duck back, etc.
5. Are you shooting? Cool. Look at the ROF of the weapons you're firing per figure. Then roll 1d6+REP level per shot, and check the shooting table against the right circumstances -- did you fast move, is the enemy in cover, etc., and a 10+ always hits, a =>7 always misses.
E.g. a figure with an SMG (ROF 3) and a REP 5 will roll x3d6, adding the REP score of 5 to reach roll. Say I roll a 4, 6, 1 -- that means my to hit rolls are 4+5=9, 6+5=11, and 1+5=6. In most cases that's probably two hits on the other side. Apply scores from highest to lowest on the first through last targets. So apply from 1st to last in order 11, 9, then 6.
6. How many hits did you get? Allocate them on a 1 hit per figure in the group you're shooting at, and then the player who got hit makes a Shooting Damage roll for each figure based on REP. Below REP and the figure ducks for cover and can't fire back, REP or above and it's either dead or out of the fight (but can be saved by a medic). Apply scores from highest to lowest on the first through last targets. So apply from 1st to last in order 4 then 3.
e.g. Two figure get hit with SMG fire, a both REP 4 figures. I roll 1d6 per figure, scoring a 3, 4. The 3 means the figure ducks for cover, the 4= the figures REP so is injured and out of the fight for the rest of the game, or if you have a medic it can be helped and get back into the fight right away. Yep.
7. Once you're done the other guy shoots back with his remaining figures, follow the same process. If they scored Return Fire. If they score it a second time they Duck Back instead. You shoot at me and miss. I return fire and miss. You fire 2nd time and miss. I duck back.
8. Once both sides have done stuff, any group that took casualties needs to make a morale check to see if they keep shooting or duck for cover. Correct, once shooting and melees stop any unit taking casualties takes the Man Down test.
9. Rinse and repeat until one side has ducked for cover or been wiped out. Left fight or wiped out. You can duck back one turn and pop back into sight on the next.
---
Also Ive ran into this ver 3 flow chart. Is this useful for ver 4 at all? Wow, took a closer look and it's way off. 4th Edition is so much smoother getting to same conclusion. I'll try and do another.
www.gamestercrafter.com/nuts-3rd-ranged-combat-flow.pdf