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Firefights special rule


Janusz

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Jag spelade FF9 Difficult affaire mot Jens igår, som är en gratisgrej på nätet från HoB (inte tillgänglig just nu).

 

I Firefights (och SS-3 tror jag) har de lite nya Historical Special Rules. Nr. 5 gäller rout, och lyder:

"Normal rout rules are in effect except as amended herein. When a unit must rout, it must Rout towards its friendly Board edge if at all possible. If unable to do so, it will then Rout normally."

 

Vi tyckte detta var lite luddigt skrivet. Betyder det att Board edge (BE) blir en "rout destination", eller att varje hex man flyttar måste föra en närmare BE, som en human wave ungefär, tills man springer in i en Rout destination? Tvingar "if at all possible" en att gå in i FFE eller minfält?

 

Jag vill veta hur andra tolkar/tolkat denna HSR, och inte starta en allmän diskussion om HoB, alternativa SSR eller liknande.

Hur tolkar du HSR5?

 

Janusz

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Jag tolkar det precis som det står: "Om det är möjligt så routa mot din FBE."

 

Dvs,VAD hindrar en enhet från att routa mot ett speciellt håll? Jo, t ex fientliga trupper. Så, finns det fientliga trupper ska man inte routa mot sin FBE, annars ska man routa mot sin FBE OAVSETT om det finns minfält, FFE, etc. Är det teoretiskt möjligt att routa åt ett håll, skall man routa åt det det hållet, dvs minska distansen i antalet hexes. Men man ska naturligtvis fortfarande routa enligt routingreglerna, dvs mot närmaste skydd - som också ligger närmare FBE.

 

Detta är vad det står i alla fall.

 

(Jag vet att du inte ville ha en SSR/HoB-diskussion, men jag bara måste spy lite galla om detta. Anledningen till att denna regel finns är för att HOB-killarna tycker det är tråkigt när man routar mot sin victory location eller motsvarande och sen självrallar enheten. Samtidigt tycker dem att denna SSR tar bort det problemet. Då undrar jag; Är det verkligen ett problem? Och om det är det, är det värt att skriva halvgenomtänkta SSR's för att ta bort ett problem som i så fall finns i alla andra scenarion? Detta är en av anledningarna till att jag inte tycker om HoB's grejer. Specialregler, specialgluters och en personlig prägel som inte tilltalar mig - det märks att de vill producera moduler som ska spelas som DEM vill och har bestämt.)

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Hej Flickor

 

Detta är inte en diskussion om HoB och SSRs men dessa regler som jag bifogar här är de officiella från HoB efter att de insåg att till exempel Rout-regeln ni diskuterade inte fungerar i praktiken och ej heller är *realistisk* ens i abstrakt bemärkelse.

Numera finns följaktligen inte de regler som finns som generiska regler i SS-III packet utan det är de här som gäller. Detta nämndes också i FireFights-packet.

Med andra ord, Rout-regeln till exempel existerar över huvud taget inte längre.

 

.1 These scenarios were designed using Crew Served Weapons rules. In our opinion it

enhances the tactical accuracy of the forces in play. Those wishing to disregard these rules, and

upon mutual agreement of both players, may replace Scenario Card OB given SW Crews with

the same number of half squads of the same quality as the majority of the squads involved for

that side in that scenario.

.2 Scenario cards will show crew counters for CSW and crewed weapons. Rules for crewed

weapons remain unchanged. CSW however, are governed by the following HSRs. All SS-3

Neither Fear nor Hope scenarios and any HOB scenario stating these rules are in effect will

have the appropriate citation.

1. Crew Served Weapons (CSW): Any HMG/MMG/Lt.MTR SW being fired by a squad/HS has

its B# and Multiple ROF lowered by one (A.11 applies). If captured, the effects of A21.13 also

apply in addition to this HSR, unless operated by a crew whereby only A21.13 applies.

1.2 Possession: All CSW must be possessed by a crew at scenario start or when entering the

board. A crew may not voluntarily drop a CSW. However, if a crew possesses > 1 CSW, it may

drop one of them at any time otherwise allowed.

1.3 Malfunctioned SW: Any Good Order crew in possession of a malfunctioned CSW must

attempt repair of that weapon during every Rally Phase until it is either Repaired or disabled

[EXC: Recovery attempt of another CSW/Gun in the same Location during the same phase; if

that Crew has possession of multiple SW/Guns it may Transfer one of those instead].

1.4 Crew Benefits/Penalties: These rules do not change or modify any other Crew benefits

and/or penalties as specified in rules governing them.

1.5 Specialist Weapons: Specialist weapons are weapons that required special training or

handling to employ properly. The FT (Flame-thrower) and DC (Demolitions Charge) are such

weapons. All Infantry, including Elite, must pay the Non-Qualified Use Penalty [A21.13] when

using the FT and DC, as well as adding +2 to any DC IFT DR. Units designated as Assault

Engineer [H1.22] may use the FT and DC without this penalty. Sapper [H1.23] units may use the

DC without this penalty.

1.6 SMC Usage: A SMC may be designated as an Assault Engineer/Sapper SMC by HSR. One

SMC may also be designated as such per each two (FRU) Assault-Engineer/Sapper Squad-

Equivalent in the same set-up/reinforcement group. Additionally, SMCs created from an Assault

Engineer/Sapper MMC per Hero Creation (A15.21)/Leader Creation(A18.1) may use the same

SWs as their parent unit could without paying the non-qualified use penalty. It is recommended

to use a side note for any AE/Sapper SMC by writing down the name.

1.7 Multi-trained Units: any SMC/MMC unit designated as Commando [H1.24] by HSR may

use a CSW and Specialist Weapons without penalty.

2. AFV Mandatory Repair: Vehicles may not voluntarily decline to repair its MA.

3. Vehicle Crews:

3.1 Voluntary Abandonment: A crew (EXC: Half-tracks/Carriers) may not voluntarily abandon

an AFV.

3.2 Involuntary Abandonment: a vehicle crew forced to involuntarily abandon its vehicle is

placed on board Pinned after suffering all same Phase fire against the abandoning crew.

3.3 Exit: A vehicle crew may exit any board edge without being considered eliminated or

counted as CVP.

4. Russian: In these scenarios 4-2-6/2-2-6 squads Battle Harden and Reduce to/from 4-4-7/2-3-

7 [EXC: If there is more 5-2-7/2-2-7 Squads than 4-4-7/2-3-7 and 4-5-8/2-4-8 Squads normal

Battle Hardening rules apply].

5. SS in Russia: Hand-to-Hand CC is always allowed between SS units and Russians/Partisans

except as noted in specific HSRs.

6.SS ELR Replacement: Replacement is in effect in scenarios where the SS side is listed with

an ELR = 4. The Replacement follows the following sequence:

4-6-8 <--> 4-4-7 <--> 4-3-6 or

6-5-8 <--> 5-4-8 <--> 4-4-7 <--> 4-3-6.

and the respective sequence for HSs.

7. AFV: All AFVs use the armament shown on the counter, other optional armament is NA

unless specifically stated otherwise in HSR.

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