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Cards
Units
Movement
Combat
Ordnance
Vehicles
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How do the cards work?
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Each soldier is represented by 1, 2 or 3 cards. If you had one squad of 8 soldiers, each with a 2 combat initiative, there would be a total of 16 (8 x 2) soldier cards.
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What happens when two players flip and their soldiers can act at the same time?
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The rules explain what happens during 'simultaneous actions'. Activities occur half-way through each other. If a soldier was firing at another soldier that was going from standing to prone, the shot would occur half way through the move. Since the target was going prone, I would using the kneeling stance modifier. Of course there are tricky situations, but I can't handle every possible rule or event. Yes, you could get the 'Mexican stand-off' where someone will not do something until the other person goes, and vice versa. Put, in 5 years of play testing I have never seen this happen. The odds of two cards coming up, with two soldiers facing each other, with conflicting activities/goals, is almost impossible. Most likely they will just shoot each other. If the players/GM cannot resolve it, write down what they are going to do.
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What is a good sized deck?
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A deck should contain roughly 30 cards. The game will play faster and keeps the turns shorter (in real time).
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In order to benefit from having a loader for an LMG etc, what can/can't the loader do?
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A loader cannot perform any actions while acting as a weapon "loader". If the loader performs non-loading actions (for example, engaging in combat), all the benefits of having a loader are dropped.
For example, firing a belt-fed LMG without a loader incurs a +10 FRT dice roll modifier and drops the mishap to 91-100. Basically, the loader appears to be doing nothing since his cards will
come and go. In reality he is assumed to be assisting the gunner and requires no explicit commands.
A loader may use an action to remove a "re-load" mishap.
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Any differences for magazine-fed and belt-fed LMG?
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A belt-fed or large capacity LMG can open a fire lane.
Most magazine-fed LMG's do not have a loader. For example, a Bren Gun is a more like a S/LMG (sub/light machinegun) gaining some benefits of
a submachinegun and some benefits of an LMG. The gun is mainly operated by a single man. If you wanted to have a loader with a Bren
gun, he would only assist in removing "re-load" mishaps.
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Does the game have opportunity fire?
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In TFoB there is no opportunity fire. At first many gamers find this odd
since that is usually a standard rule in many games. The cards ARE the opportunity.
To those unfamiliar with the rules, there are two forces that may use a special type of fire -
snipers and machinegun crews. Snipers may hold a card and play it at any
time - in effect creating an opportunity fire soldier. Also, targets
are engaged half-way through there regular movement. So if a target was to
cross an alley in front of a sniper he would still be able to shoot him. A
machinegun crew may place a fire lane down an alley and immediately engage
any target that crosses the lane, even when it is not their card. All other
soldiers must follow the normal card sequence of events. The cards create
the opportunity. Another note, soldiers usually have more than 1 card in
the deck, most have 2, some have 3.
The opportunity to fire presents itself when a target wishes to engage
the enemy. If a soldier runs into LOS and stops to engage, then there is a
chance you will return fire before he fires. You have made a choice to
engage and presented yourself as a target. Now, it is quite possible that
the soldier waiting has already skipped by his cards. Such is the fortune
of war.
Any other time it is pure luck to be able to engage an enemy avoiding to be
fired upon. So, if a soldier runs across an alley way and you are waiting for
someone to do so, is it entirely possible that the soldier crosses before you shot me -
the opportunity is lost. But, if we both drew our cards (this does happen),
then you would shoot me in mid-stride.
A suggestion as an optional rule: a leader may hold a
leadership card (like a sniper) and play it anytime instead of drawing from
the deck. This may satisfy those people requiring such opportunistic actions.
Now, some gamers do not like the random action sequence since everything
does not always work out as planned. But the reason we like it is because
events in the game can happen that give that interesting battle situations
- a soldier runs up to an anti-tank gun crew tosses a grenade and fires his
SMG at the machinegun crew supporting it before they could react (true
story). But most likely he will get engaged by one of the enemy soldiers -
but maybe not.
Are the cards an exact representation of a battle? Maybe. Maybe not. It all
depends on what is your expectation of how a skirmish/small force battle
occurs.
As for the two soldiers in the alley. There is a lot of things that need to
be known. Are they purposely looking for each other? Are they running from
one area to another? Do they carry SMG's? For example, say the alley is 2"
wide. The soldiers are 2" from the end and each carry a rifle. I also
assume both are moving towards the intersection. Both are out of LOS with
each other. If soldier's A card is drawn he enters the intersection.
Soldier B is now in his LOS (and vice-versa). Soldier A can do two things
movement-wise; continue to the other side of the alley and remain in LOS
(in cover) or move completely out of LOS down the alley. Soldier B on his
card can fire at A if A is in LOS or move to the corner of the alley and
fire at A (in the back) on his next card. Upon entering the intersection A
could have also engaged B in hand-to-hand or if he was carrying an SMG fire
on A instead of continuing his move down the alley.
Now, if the both drew their cards prior to entering the alley, they would
run into each other with these options: hand-to-hand, flee, or stop and
fire on your next card, or if they had SMG's fire!
The question arises, what if B was waiting for someone to enter the alley.
Rifle at the shoulder, finger on the trigger. So when A enters the alley,
why did B not shoot him immediately? Again, I have to answer this with the
sequence of cards. If you think that B should automatically shoot anything
within his LOS, then perhaps some sort of additional rules are necessary
(as another poster suggested). Or if you think the cards themselves are
enough to achieve then end result (as I do), then no rule is necessary.
Finally targets crossing a waiting soldier may not be so lucky to have
terrain blocking LOS for each begin and end move and may end their move in
LOS. They will probably be shot.
Funny things happen in battle. To quote from the book Currahee! Page 100-101.
"We automatically spread out and fired as we ran through the fields, apple
orchards and right up to the houses themselves. I saw my first Kraut
running through the trees at an angle to our right flank. I stopped, took
sight at him and squeezed the trigger. ... the German fell spun sideways
and fell face first in the grass. Another Kraut stepped around the corner
of a building, stopped and just stood there.... He was facing me. [the
German was shot and killed]"
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When do you apply the subsequent shot +20 modifier. What about an SMG firing spray fire?
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The +20 modifier only applies to subsequent single shots (SS) by a semi-automatic weapon (e.g. M1 Garand) listed as a weapon with a shots per action greater than 1.
So for an M1 Garand, when a card is drawn the US soldier would be able to shoot twice due to the SS rating of 2.
First Shot: +0
Second Shot: +20
An SMG when spray firing does not suffer the +20 penalty. Only the -10 SMG modifier applies.
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Okay, I get the idea of "loader" and "gunner', but what do all the other ordnance crew do?
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I think people get a little confused when they get a nifty pack
of gun crew and it contains 4 or 6 figures. It's like "Hey, what are
all these guys doing?" They forget that besides the
obvious roles of commander, gunner and loader, the other crew are
moving the gun, unpacking ammunition, sitting on the gun legs/spurs,
spotting targets or attackers, digging in, etc. It is just not as
glamourous as pulling the trigger. So the other crew are constantly doing actions, just no game-related actions.
When their card is drawn, just treat it as a blank, until they start doing game-related activity. The extra crew can also fill in for the gunner or loader
positions if that crew member is INC or KIA.
There is a good anti-tank article at: Anti-Tank Crew In Action
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How are armour values calculated?
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TFoB armour values take into effect the angle of the armour as well as the thickness and composition.
We don't want to post the formula for calculating AV, but we are sure you can make a best guess.
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