Wednesday, February 12, 2014

Force on Force Firefight Houserules - Revamped

It´s been a while since I´ve posted my First Draft of experimental Houserules for Force on Force.
Since then, some things have changed on what I had outlined back then and I realized that I never updated my initial post.

The Basics are still much the same, but some tweaks have been made.



 Alternative Firefights.
  • Reaction Test as usual
  • Calculate Firepower as usual
  • Roll Firepower & count the number of successes
  • Now, instead of calculating your defense pools, roll the appropriate number of saves 
First change here is that I´ve switched to D10 instead of a D8 to give a wider variety of results and a better chance for survivial in good cover.

Success number & modifiers have changed in the following way:
  • Standard Save on 5+ (4 or less = casualty) = for any open position, but not exposed.
  •   Improved cover: +2 (casualties on roll of 1 or 2)
  •   Solid Cover: +1 (casualties on roll of 1,2, or 3)
  •   In Cover: +
  •   Smoke: +1
  •  Taliban after successful Ambush: +1
Cover Modifiers are of course not cumulative, but other modifiers are. A 1 is always a failed save. So a team "in cover" behind solid cover will gain a +2 on their saving roll, which means they´ll only suffer casualties on a roll of 1 or 2  (because a roll of 3  modified by +2 is a 5 and thus a successful save).

Negative modifiers are:
  • Irregulars / poorly trained troops:  - 1
  • Exposed: -1
  • Rapid Movement: -1
  • Subjected to Artillery or Airstrike: -3
  • Flanked: -2
In addition to this, I´ve included new rules for suppression & pinning.
Instead of having a separate action named "suppressive fire", just consider any fire to be suppressive now:
  • For any successful firepower die roll 1 Morale die of the appropriate die type
  • Any 4+ is a success, any 1-3 is a failure
  • The first failure will "pin" your units in place, preventing any further movement. 
  • The second failure will "suppress" your unit, degrading your TQ by 1 negative die shift
Just roll them all at once, if you have different colors you can even roll morale & saves at the same time.

One last change I made is the application of body armor. Armor doesn´t prevent hits. It doesn´t really make sense to me that FoF give a bonus die for body armor in addition to a first aid roll that determines the severity of the wounds.
So here´s the change I made:
  • Troops with body armor use the standard FoF First Aid Table
  • Troops without body armor incur a -1 modifier on the first Aid Table 
  • e.g. 1,2 = dead, 3,4= serious, 5,6 = light wound
Or framed in another way: Body armor grants a +1 on the first aid table, while the "standard" table is deadlier. If unarmored troops get hit, you can be sure it has done at least minor damage!


Example Firefight

Before I outline how these changes make the game more tactical (in my opinion) while retaining the fun parts, I want to finish the "rules" section with an example:

US Marines are attacking an outpost of your average African Dictator that didn´t align himself with US policy. One Fireteam of veteran Marines (TQ D10, Morale D10) is approaching a hidden MG position manned by the presidents army (TQ D8, Morale D8). 
With a roll of 5  the African team opens fire from an Ambush on 14" distance. Their Firepower is 7 (2 men team + 2 for MMG, +2 Weapon Team, +1 Opt. Range).  Their roll is: 
2.2,5,5,6,7,8  = 5 successes. 


Caught in the open, the Marines have a 5+ save, so they roll 5D10: 3,3,8,10,10 -  caught in the killzone, two Marines are hit and become casualties. Being subjected to 5 Firepower, they also have to roll 5D10 for morale, scoring a 3,5,6,8, 10  - one failure means they´re pinned, but may return fire!
The rest of the time scrambles to cover, returning fire.  With 2 men down, the remaining troopers have a Firepower of 4 (2 men, 2 support weapons). 

Rolling 4D10 against the Africans, the Marines score a 4,5,5,9 - all successes! The Africans are in cover (+1) behind solid cover (+1) (prepared ambush position) and need a 1 or 2 to save. With 4 saevs they roll 2,6,7,7  suffering one casualty from the Marines return fire. Their Morale Test of 4D8 results in 4,6,6,6 - no effect. 

At the end of the turn, the Americans remove their pinned marker, they need to be re-suppressed next turn. Next turn, they check their casualties as usual, one is OK (6), one is Seriously Wounded (3) and in need of medical care, while the African soldier is found dead (1).

Implications


This small Example is unfortunately not long enough to demonstrate the powerful effect of these changes. First of all, there´s no more problems of scaling. A large team does not have a significantly more powerful effect on their target than the same amount of attackers split up between several teams. This makes what I call the "mobbing"-problem obsolete.

The increased survivability of teams (especially small teams compared to original FoF) will force you to consider different approaches. Just shooting them to pulp with infantry will no longer work. Either you DO use airpower (the -3 save modifier is nasty for anyone who is hit by Airstrikes) to kill off enemy strongpoints or you will be forced to assault.

When assaulting, make sure your troops have the enemy properly suppressed. If not, your troops will probably be pinned by defensive fire on the way to the enemy position or the enemy will just retreat and dig in elsewhere. When pinned they can´t bug out anymore and have to slug it out.

You´ll also find that moving your superior troops into the open and into the firing line of several small enemy teams will not work as well as it did in standard FoF. You might still win some reaction tests and pin or suppress some enemy groups, but actually killing the teams is much harder than it used to be when just relying on Infantry fire.

Quality differences are no longer decisive for defense, but still makes a significant difference as your elite troops are probably faster (winning more reaction tests with their higher TQ) and more aggressive and efficient in the firefight (e.g. better chance to roll successes on FP dice due to better TQ). They also tend to have better morale and are thus harder to suppress.

Overall, you´ll notice that your units won´t move around as freely as they used to. Most of the scenarios will probably need a higher limit, as the firefights are now more drawn-out affairs and it takes a while to overcome well dug-in defenders. As a consequence of the balance shifts some scenario also might require less Insurgents, as it´s no longer the power of the mob that protects them but the power of cover.


Tuesday, February 11, 2014

Another Small East German

While working mainly on the Israelis lately, I´ve prepared another East German as a sideproject to use up some excess putty I didn´t need on our middle eastern friends.


He´s turned out a little small, which is why the AK looks monstrous in his arms. The weapon itself is slightly too big, the man slightly too small and the result is a strange looking figure :D






It´s not that bad if you view him from the side though.
And at least he´s got his Klappspaten with him:


Now let´s see if that planning tool works and the post pops up sometime tomorrow ;)

Monday, February 10, 2014

IDF Extras - No. 1 Final

And once again a figure rolls of the assembly line:


This fellow is part of the support stuff for the IDF Infantry. I´ve considered Bens comment and actually liked the idea of implementing a designated marksman, but after some research I found out that the M14 is no longer in use as a DM Rifle in the IDF. It´s been decommissioned in 1997. It´s very hard to find info on the weapons actually in use right now, seems like it´s either an M4 variant with Acog or Trijicon Sights or a Marksman version of the Tavor Tar with similar optics. As I do have a lot of guys carrying Tavors already, I didn´t see the point in making another one as a designated marksman where you couldn´t see a difference.


So I switched back to my previous idea of including an alternative Negev Gunner, as the other pose is one of the very first and old and thought I could supplement this one with another, better pose.
And there he is, almost finished. On second thought, I realise that he needs a bipod and iron sights on the back end of the Negev. But that´s minor stuff ;)


I´ll probably supplement this one with two guys for the FN MAG team, but I´ve to ponder on the pose for these... Prone figures would suit best, but are consuming so much space and I know that some people don´t like too many prone figures on their table...

I´ll probably need some time to think about that, but I´m doing something else for a change anyway.

Friday, February 7, 2014

IDF Extras - No. 1

Howdy,

small update for today, I´ve done it again and started another pose for an additional trooper. Not sure yet if he´s going to get a Markman Rifle or a Machine Gun (Light or Medium?!).


This is how the mini looks halfway through the process, arms + weapon are added next and the helmet is usually the final step for me.


The guy is hauling slightly more weight than the others. Maybe a Machinegun would fit his gear and outfit best?

It´s also noticable that I´ve become significantly faster. I started this one as a dolly this morning and had him looking like that in the afternoon. Of course I didn´t spend all the time working, the putty needs time to cure and set after all.  So this is maybe some 2 hours of work, probably less as I´ve been working on other figures in between - it´s always hard to emeasure how much time it takes for one figure. I´ve started an attempt to monitor it but almost lost track of it due to just picking it up and working some more without recording the exact time or moving on to the next without stopping the count. I´ll have to monitor this more thoroughly in the future, as I´m interested in just how long it takes for a single figure to be finished.

So much for now, seeya soon!

Thursday, February 6, 2014

IDF Group Shots

Today the light is shining nice and bright through our windows and so I used the opportunity to take some nice pictures of my IDF - most of these have been shown before, but two should be knew and unseen.


One Pictures with some very in-action poses for the riflemen.
It´s been very hard to find reliable information and sources on the composition of IDF squads. The Israelis seem to be very secretive and rather ad-hoc in their organisation, which is somehow understandable given the threat environment this organisation is exposed to. It´s also clear that it´s hard to stick to paper TOEs when facing a shooting war with a conscription based system. History has shown that troops end up understrength due to losses and organisational delay, making any TOE utterly useless if you can´t fill the ranks. I guess this is also true for modern day scenarios.

So my decision has been to include a lot of variety for Rifleman into my first build, with only one Neveg LMG. I´ll probably add one UGL to one of the Tavor TARs. The basic kit will not include any AT launchers, as I could not find any pictures in the IDF photostream showing infantry with AT launchers, which indicates they´re not stock equipment for squad level troops.





The guy in the middle is probably going to be the Grenadier, reloading the launcher with a new shell from the grenade pouches on his chest.


As groupshot of all nine soldiers. I still have 2-3 poses left to fill the mold, but I´m not entirely sure what to build next. Another LMG-pose? FN-MAG MMG team? AT-Launcher support? 



I´d be happy for some input on this matter :) 


And there´s another lineup of all the individual miniatures. It´s a little small but I hope you can still see them :) 

Until next time! 

Cheers,
BG

Monday, February 3, 2014

German Special Forces on Patrol

Today I´ve been painting a little to catch up on all the minis I wanted to do for some time. Now, I´ve finally found enough motivation to paint some of those. Some of you who´ve been with me for a longer time might remember these figures:



These are the four KSK / Fernspäher figures I sculpted roughly a year ago (or somesuch). They´ve been hanging around since last August but I didn´t get them painted until now.
As you can see, the leaders rifle broke off during transport and was reattached by the caster, unfortunately not in the place where I intended it to be. So I worked around by adding some putty for a rifle sling so the pose could still make some remote sense...



Saturday, February 1, 2014

IDF Team 2 - First Half

After some slowdown of my production rate due to an exam last week I´ve taken some more time today to finish the first two additions to my Israeli forces.



There are two more in line, but they´re slightly off-schedule due to problems with their arms, so they´ll follow later.



I´ve also prepared the dollies for the two Insurgents, which will be my next task.




After that, I´ve two poses left for Israelis and I´m thinking of including either an AT-Launcher (though I don´t know yet which weapon) and an alternative Negev-Pose or a two-man GMPG-Team with FN MAG.  Not decided yet.



Hope you enjoy!
BG