Post by Claus Paludan on Jun 15, 2010 12:35:35 GMT 1
A few questions
A) LMG setup time
1. .30,MG34/42 (and others) LMG setup time of 3 actions. This seems rather high compared to ie a MG34/42 on a tripod. Running a pz grd section with two MG's in it makes the section
more or less ineffective due to the time it takes to setup. Wouldn't it be a tad bit easier to setup the LMG, flipping out the bipod and slamming a belt into and rip away compared to the deployment of a full tripod based weapon?
B) Overwatch
1. Why does the overwatch target area has to be a place where no enemies are visible? If I shoot down a soldier in the open and he ends up on the ground (ooa, shaken+prone etc) I will stop firing at him (no reason to waste ammo on a guy that might be dead), but placing
an overwatch marker on or near him seems like a good idea because his mates my try to recover him or try to move through the same area.
2) Why does overwatch go away? If no enemies show up they would still be asked to watch the overwatch area. If enemies show up more might appear at the same spot, making the overwatch still relevant. Granted, continously concentration might
be needed. A 1 action "keep overwatch" might be used instead as to make it easier to keep alert.
3) It appears that both LMG's and snipers loose a lot of benefit of being on overwatch compared to fire directly since they can't aim..?!?? But this seem to counter the idea of watching (aiming) at a specific area just waiting for targets to appear??
C) Lethality
1. Example one.
We had a LMG42 deployed and pointing down a street, gunner and assistant was battle hardened veterans from the eastern front Q3/C4). Coming along was a fine GI Joe (Q4/C2) unaware of the LMG team. The germans let rip at 2½ range scoring
a shaken + prone status on the GI. Next turn GI Joe shakes of the shaken status and rise from prone to standing. The germans let rip once more... gaining a shaken + prone once more. The following turn they finally managed to kill the poor bloke. Had he been in proper cover, prone etc that would have seemed a reasonable result, but here it seems like the LMG's didn't have enough punch. (The US players .30 didn't get to fire so we only have the german example here).
2. Example two
A german officer with a MP40 is inside a house looking out a window. Outside on the grass two GI Joes is crawling away but still within short range. The officer fires a burst at them and gains one shaken+prone and one "goes to ground". Again this seemed like a place where one would expect at least one out of action (the rolls weren't even that bad for the german).
It may just be us, but scoring an actual out of action seems fairly difficult even at point blank range and no cover involved. Most of our shootings was one-on-one, but I tried with a coordinated attack later on and was barely able to do a kill/out of action result - even with decent dicerolls.
D) Concentrated fire.
Is doesn't seem like using a LMG or the like in concentrated fire is of much use besides adding a further -1 to the opponents roll (just like adding an extra rifle would do) - since the worst modifiers are to be used the rifles +2 should be used rather than the LMG's +3??
E) Spotting rules.
As FL is an excellent base for more RPG style games, some kind of spotting/sighting rules would really add to it and make the "godlike" status of having a full view of the battlefield a little less evident and the results more predictable.
We had good fun playing two games in one evening. The first was the standard meeting encounter we often use to try out new rules with.. The second one was with an objective to reach and hold some fortified positions around a crossroad section. I will try to write up a short AAR of each game today or tomorrow and feed the link here.
We lacked a more specific WW2 feel, but am aware that this is a generic set of rules. So any hopes for a WW2 addition anytime soon? (with the Afghan stuff done on your desk Rich, there should be plenty of time for a WW2 one )
A) LMG setup time
1. .30,MG34/42 (and others) LMG setup time of 3 actions. This seems rather high compared to ie a MG34/42 on a tripod. Running a pz grd section with two MG's in it makes the section
more or less ineffective due to the time it takes to setup. Wouldn't it be a tad bit easier to setup the LMG, flipping out the bipod and slamming a belt into and rip away compared to the deployment of a full tripod based weapon?
B) Overwatch
1. Why does the overwatch target area has to be a place where no enemies are visible? If I shoot down a soldier in the open and he ends up on the ground (ooa, shaken+prone etc) I will stop firing at him (no reason to waste ammo on a guy that might be dead), but placing
an overwatch marker on or near him seems like a good idea because his mates my try to recover him or try to move through the same area.
2) Why does overwatch go away? If no enemies show up they would still be asked to watch the overwatch area. If enemies show up more might appear at the same spot, making the overwatch still relevant. Granted, continously concentration might
be needed. A 1 action "keep overwatch" might be used instead as to make it easier to keep alert.
3) It appears that both LMG's and snipers loose a lot of benefit of being on overwatch compared to fire directly since they can't aim..?!?? But this seem to counter the idea of watching (aiming) at a specific area just waiting for targets to appear??
C) Lethality
1. Example one.
We had a LMG42 deployed and pointing down a street, gunner and assistant was battle hardened veterans from the eastern front Q3/C4). Coming along was a fine GI Joe (Q4/C2) unaware of the LMG team. The germans let rip at 2½ range scoring
a shaken + prone status on the GI. Next turn GI Joe shakes of the shaken status and rise from prone to standing. The germans let rip once more... gaining a shaken + prone once more. The following turn they finally managed to kill the poor bloke. Had he been in proper cover, prone etc that would have seemed a reasonable result, but here it seems like the LMG's didn't have enough punch. (The US players .30 didn't get to fire so we only have the german example here).
2. Example two
A german officer with a MP40 is inside a house looking out a window. Outside on the grass two GI Joes is crawling away but still within short range. The officer fires a burst at them and gains one shaken+prone and one "goes to ground". Again this seemed like a place where one would expect at least one out of action (the rolls weren't even that bad for the german).
It may just be us, but scoring an actual out of action seems fairly difficult even at point blank range and no cover involved. Most of our shootings was one-on-one, but I tried with a coordinated attack later on and was barely able to do a kill/out of action result - even with decent dicerolls.
D) Concentrated fire.
Is doesn't seem like using a LMG or the like in concentrated fire is of much use besides adding a further -1 to the opponents roll (just like adding an extra rifle would do) - since the worst modifiers are to be used the rifles +2 should be used rather than the LMG's +3??
E) Spotting rules.
As FL is an excellent base for more RPG style games, some kind of spotting/sighting rules would really add to it and make the "godlike" status of having a full view of the battlefield a little less evident and the results more predictable.
We had good fun playing two games in one evening. The first was the standard meeting encounter we often use to try out new rules with.. The second one was with an objective to reach and hold some fortified positions around a crossroad section. I will try to write up a short AAR of each game today or tomorrow and feed the link here.
We lacked a more specific WW2 feel, but am aware that this is a generic set of rules. So any hopes for a WW2 addition anytime soon? (with the Afghan stuff done on your desk Rich, there should be plenty of time for a WW2 one )