I like Disposable heroes and coffin for seven brothers for the most part, that being said there were some changes I felt it needed for the type of games I and my group like to play.

The main irratant most players seem to have was vehicles having to acquire a target before it could be fired upon, sometimes it would take 2-3 turns to acquire an infantry unit in a building then the tank would get off a shot and then the infantry unit would leave, breaking LOS and acquistion and since you acquire uints not structures another infantry unit could move in on a later activation and would then require the tank to acquire it. I will conceed that it is more realistic, just that its not particularily fun for the players to spend half of the game trying to acquire one target, since most games are about 6 turns long.

Other problems: were the double whammy with terrain effecting small arms fire; it both reduces your chance of causing casualties and of causing a morale failure. Morale the worst that can happen to you from one shot is that you can pin, to shift your opponent out of a location you have to shoot at him for several turns hoping he cannot rally in the meantime or bring several units fire on him, which is hard to do in a game where you only get about 10 units per side at most.

When making changes I tried to methods similar to what the designers used, like Small arms; fire when a unit is shot at its like the blast from artillery in that each figure rolls a D10 and 1 figure is removed for each roll < the casualty number and takes a number of morale checks based on how heavy the incoming fire was.

Modifications for Disposable Heroes and Coffin for Seven Brothers 

Infantry firing 

Rather than roll 1d10 for each firer, firing figures generate fire points which are added together with the roll of 2D6 and subtracting all Terrain Effects Modifiers and LOS Hindrances then consult the Shooting results Table.

Infantry Fire Points.

Weapon

 

TABLE REMOVED SINCE IT WAS PROBABLY PROPRIETY: FP are equal to the ROF dice you normally get, EXAMPLE pistol has a stationary ROF 2 so it would generate 2 Fire power

 

 

Pistol

SMG

Bolt action Rifle

Semi-automatic Rifle

B.A.R./BREN

LMG-42

US HMG

HMG-42

Baz/Psk

PF 60

Grenade

Rifle grenade

Shooting Results table

Die Roll

Result

< 3

1 Morale check

4-6

K½ & 1 Morale check

7-9

K1 & 1 Morale check

10-13

K2 & 2 Morale checks

14-16

K3 & 2 +1 Morale checks

17-19

K4 & 3  Morale checks

20+

K5 & 3 +1 Morale checks

Shooting Results Table explained:

K½:  Roll 1d10 per 2 figures (rounded up) each 1causes a casualty.
K: Roll 1d10 per figure < K# to become a casualty.
+1 Morale check: Check morale with an extra +1 Dice Roll modifier
 
Long Range: To twice the listed range, half fire points (FRU).
Snap firing: Fire points halved for any weapon save SMG and with an extra –2 for activated firers.
Hand Grenades: maximum 1 per unit per shot, no snap fire.
PSK/BAZ/PF: May only shoot at Infantry behind a stonewall or inside Buildings, Bunkers or Ruins.
Vehicles: -2 FP slow speed, -5 Medium Speed, No MGs fast speed. Only pintle MGs may snap fire.
Vehicle Passengers may fire personal weapons only (no LMG’s or Grenades) and with half FP may combine with Pintle MG.

Terrain Effects

Terrain

Fire Points Modifier

Ordnance

Hedge, Ditch, edge of Crops or Brush,

-1

+1

Stone Walls, edge of Woods,

-2

+2
Boccage, Wooden Buildings -3 +3

Stone buildings, Ruins, Entrenchments

-4

+4

Through Crops, or Brush                            (more than 6” LOS is Blocked)

-1 per inch (FRU)

+1 per

LOS hindrance

-1 per

+1

Gunshield

-2 or TEM

NE

Open Top Vehicle Crew

-3

NA

Morale: Roll 2D6
Is checked when fired upon by small arms or when HIT by Artillery. Morale is temporarily modified by casualties just taken. For every figure removed by current firing, +1 to Dice Roll for the Morale checks, also  +1 for grenade attack.
Roll all Morale Checks before doing any Falling Back or Routing based on the total number of pins a unit has.
German Command Squad = 10 (if unpinned +1ML to friends within 6”)
U.S. Command Squad = 9 (if unpinned +1ML to friends within 6”)
German squad Morale = 8
U.S. squad, BAZ team Morale= 8
PSK/HMG Team Morale = 9
AT Gun Crew = 9
German Vehicle crew =9
U.S. Vehicle crew = 8

Ordnance, Grenades & Light Anti Tank Weapons

Roll 2d6 and get 7 or less to hit:

Artillery to hit modifiers.

Infantry AT weapons /Grenades

DR modifiers

DR modifiers

+ 1

Per 12” (FRU) over 12”

- 1

Target is vehicle

+1

Small Target vehicle or gun only

-1

Large Target vehicle or gun only

- 1

Large Target vehicle or gun only

+1

Small Target vehicle or gun only

- 1

Per acquisition (max -2)

+1

Per 6” (FRU) over 6”

+ ?

Terrain/LOS modifiers.

+1

Snap firing activated

+ 1

Shooter moved Slow or turned turret.

+1

Moved <3”

+ 2

Shooter moved Medium or pivoted vehicle.

+2

Moved 3+” but < 6”

- 1

Using Co-axial MG to assist.

+ ?

Terrain/LOS modifier

- 1

Target is vehicle.

+ 1

Target was outside of LOS this turn

+ 1

Target was outside of LOS this turn

 

 

+ 1

AT Gun snap firing unactivated - only at a target in front of Gun.

+ 2

AT Gun snap firing activated  - only at a target in front of Gun.

 

 

 

 

 

 

 

 
Artillery Snap firing: Guns may snap fire at units that cross in front of the Gun within 12"
Artillery vs. Infantry: Roll 1d10 per figure or 5d10 whichever is more (exc. vs. gunshielded crews), killing 1 figure for every D10 < the Blast number, also take a number of Morale Checks equal to the Blast Number. Example: a 75mm gun hits an Infantry unit in the open, since the 75mm has a Blast of 2 target rolls 5D10 for casualties and takes 2 MC from the hit. When firing through Gun shield's front arc only roll 1D10 per figure.
Artillery vs. Infantry in Buildings, Ruins, Bunkers: Roll 1D10 for every occupant or 5D10 whichever is more, and every unit inside takes morale checks.
Gun as Target: A natural 2 or 3 will hit and destroy the Gun and crew, otherwise roll vs. crew as above
Confined Area effect on blast: Increase blast number by 1 when blast occurs in a building/bunker.
Grenade: Blast target with 1d10 per figure, killing on 1's and +1 to any Morale checks regardless of casualties inflicted.

Additions to Vehicle destruction table

Take your original charts and add these rtesults to it

Turret/Mantle

Possible Shock.

Shock and 1 Morale check.

Shock and 2 Morale check.

Hull/Mantle

Possible Shock.

Shock.

Shock, 1 Morale check. 

Shock, 2 Morale check.

Tracks/Tires

Possible Shock.

Axles damaged. Vehicle reduced to Slow Speed. Shock.

  Crew: Shock, 2 Morale check. 1

Shock: Vehicle immediately receives two pin markers.
Possible Shock: 2 Morale checks each failure of gains 1 pin marker.
Passengers: Take a Morale Check on any pentrating hit, failure results in them bailing out and “falling back” from the shooter.
Crew Morale: 4 or more pin markers and the crew abandons the vehicle and fless the table.
If an Open Top Armoured vehicle receives 2 Pin markers from Small arms fire it will slow move away from the shooter, breaking LOS if Possible.
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