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.
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. |
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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
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Pistol |
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SMG |
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Bolt action Rifle |
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Semi-automatic Rifle |
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B.A.R./BREN |
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LMG-42 |
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US HMG |
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HMG-42 |
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Baz/Psk |
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PF 60 |
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Grenade |
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Rifle grenade |
Shooting Results table
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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:
Terrain Effects
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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 |
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Ordnance, Grenades & Light Anti Tank Weapons
Roll 2d6 and get 7 or less to hit:
Artillery to hit
modifiers. |
Infantry AT weapons
/Grenades |
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DR modifiers |
DR modifiers |
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+ 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 |
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+ 1 |
AT Gun snap firing unactivated - only at a target
in front of Gun. |
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+ 2 |
AT Gun snap firing activated - only at a target in front of Gun. |
Additions to Vehicle destruction table Take your original charts and add these rtesults to it |
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Turret/Mantle |
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Possible Shock. |
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Shock and 1 Morale check. |
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Shock and 2 Morale check. |
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Hull/Mantle |
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Possible Shock. |
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Shock. |
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Shock, 1 Morale check. |
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Shock, 2 Morale check. |
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Tracks/Tires |
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Possible Shock. |
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Axles
damaged. Vehicle reduced to Slow Speed. Shock. |
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Crew: Shock, 2 Morale check. 1 |
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