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August 22, 2026 at 10:02 am #191917
Jim welch
ParticipantWoops
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This reply was modified 1 week, 5 days ago by
Jim welch. Reason: Spelling
August 22, 2026 at 9:50 am #191916Jim welch
ParticipantCan I say this rule on buildings have no save from direct HE fire is mad as a unit sitting behind a few twigs and leaves get a cover save from HE. I can kind of see what is being said but they can’t have it both ways. How can a Twigs stop an HE round and a brick wall can’t better to give a building type a defence value like Vehicles like nil for shacks 1 for wooden/Tin buildings and a random D3 +2 for brick and D3+3 for concrete buildings. This would mean a small He Shell might not get in to a lot of buildings. Once a Shell gets inside yes the killing power could be left as is.
August 21, 2026 at 7:41 pm #191912Jim welch
ParticipantLight Mortars and the Brutish Paras. Hi The British Para had light mortars down to Section Level. In the rules when talking about teams weapons you hint at more than LMG being used a section level is this possible? It’s seems This could have been addressed in the army list. To note these where a Modified weapon used to lay Smoke only. 6 Rounds only where carried. To get this to work you need better smoke rules
April 14, 2026 at 6:55 am #191776Jim welch
ParticipantHi again you said you introduced your own simple rules what are they?
I’m looking at some ideas at this moment but my many problems are the range of a hand thrown grenade and what effect they would have. In any assault none as you can see in or out of smoke to haze a range that would stop any enemy closing fire would have to be so long it would make them too effective. I could see them having a range of an inch which means that they cold be dropped in front of yourself for-cover. So a 10 man section in 2 ranks would need to throw at least 2 with no misses to block views 1 Miss and it would just act as cover for line of sight.
Also as smoke takes time to form the firer should be able to fire any person weapons from the section first after nomination of the number of men throwing smoke.
if the smoke and the enemy stay around you should be able to Assault through the smoke if in range. Remember smoke is dense terrain.
your views ideas
April 14, 2026 at 6:23 am #191775Jim welch
Participanthi if you keep the ranging in rules with mt simple rules above you can Dee the rounds getting closure. Even with a few over compensation of distance. As the miss distance max decreases each round.
i have just read about the tank generated smoke this seems to be a defensive mechanism so i wile fry letting tanks with this ability drop a 2”” smoke shell in front of it when forced to retreat to see what effect this has.
i also believe a lot of players don’t use smoke as they just want to kill the enemy. How many players would pay the extra points for mortars that just lay smoke in a rifle section?
The cost of a heavy tank all read stops a lot of players off using them seeing light machine gun tanks mote effective . So giving this rule to heavier ranks that had this ability might give them a little boost. Your views please.
April 14, 2026 at 4:36 am #191774Jim welch
ParticipantI agree Smoke rules are not Good. I use the rules below. The main reason is to use the British Airborne as in Historical realistic ways( British Airborne in op Market Garden had a 2” Mortars in every Section the crew men also carried personal weapons this was because they only had 6 Smoke rounds) so I use them being able to fire as either.
1. Select point of aim.
2. Throw to hit but also throw direction Die.
3. carry out to hit as normal. However if a miss take the miss die 2-5 and add the He hit size to this. I.E. for a 2” Mortar this gives a distance of between 3 and 6 inches.
4. measure this distance along direction of arrow from Selected point of aim to find where shell landed. add smoke.
This seems to work better for any normal he fire as well. It does not seem to slow things down. In fact in games I’ve played it has made games a lot more fun.
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