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 Post subject: 'Day of The Rangers' turn Procedure & questions - HELP!
PostPosted: Fri Apr 06, 2012 11:06 am 
Private First Class

Joined: Mon Oct 10, 2011 12:11 pm
Posts: 32
Hi – my apologies in advance because this is a long post.
My 1st game of FOF is the ‘Q-Truck’ scenario from ‘Day of the Rangers’. What follows is my understanding of how the 1st few turns will play. PLEASE help by reading it & then correcting any of my errors & answering the questions; it will be much appreciated

DOTR p26: Special conditions:
Thorny brush blocks LOS – What about the low hills shown on deployment map – do they block LOS?
FOW determined normally by reaction test rolls – only using DOTR cards or the full pack with DOTR ones added in?

US has initiative
Game begins with Q-truck springing its ambush - Activates Q-truck
1. Does this automatically activate the squad aboard the Q-truck as they are passengers or do they have to be activated separately?
2. Or do we activate the squad & thereby activate the Q-truck along with it, given that the truck itself is unarmed?

Somalis manning the road block must react with fire.
1. Roll Reaction test, both using D8 TQ die. Highest >4+ fires first or tied/both <4+ US fires first.

If US wins reaction test;
• They will fire on the Somalis with 10D8 TQ dice [8 team members +1 SAW +1 Grenadier +1 optimum range +1 Somalis exposed = 12 total but restricted to 10D cap].
• The Somalis will need to take a Morale Check [p54RB] when they are fired on because they don’t have a leader with them [p113RB], rolling 7D10 Morale dice & apply result [p114RB]. If the Somalis fail & are ‘shaken’ [they’re not susceptible to ‘shrinkage’] they must move towards cover;
• Can this be ‘Rapid’ movement?
• If they don’t get into cover, can the US still fire at them?
• If Somalis pass their Morale test, the US resolves their fire attacks
• Somalis will get 7D8 TQ basic defence dice for 7 team members. No bonus dice for cover as they are not expecting the truck to be full of US firepower!
• Let’s say 2 Somalis are KIA.
• The Somalis will need to take a Morale Check [p54RB] again because they have taken casualties, rolling 5D10 Morale dice & apply result [p114RB]. If they were ‘shaken’ [they’re not susceptible to ‘shrinkage’] after failing their 1st morale check & the US fired on them because they didn’t manage to get into cover [if allowed – see above], they will roll 5D8 Morale dice because of the -1 level ‘shaken’ penalty [p114RB].
• The Somalis will have to roll to see if their SAW is 1 of the KIA & if it is, roll a TQ check to see if anyone else can use it [p49RB].
• If they pass the Morale check, Somalis return fire with 5 remaining team members. They will get 7D8 TQ dice [5 team members +1 SAW +1 optimum range].
• Is the Somali fire resolved against the Q-truck or the squad?
• The Q-truck has armour of 3D8 back & sides & 2D8 front & is class ‘L’.
• In this example, this potentially means the Somalis can score 4 hits on the Q-truck. Any hits are resolved on the vehicle damage tables [p218RB], from which it appears that the Somalis manning the road block cannot damage the Q-truck. Because it is class ‘L’, they will need to use the RPG which starts the game with the leader in the abandoned farm. Is this correct?
OR….
• The Somalis shoot at the passengers. US defence will get a basic 7D8 TQ dice [firepower of attack because it’s less than number of figures in the unit] +1 body armour +2 cover bonus [p79RB] = 10D8 TQ dice.

If Somalis win Reaction test;
• The procedure shown above will be reversed but the questions remain the same.
• The Somalis will attack with 7 basic dice +1 SAW +1 optimum range = 9D8 TQ dice & the US will defend with 8 basic +1 armour +2 cover for the Q-truck = 11D8 TQ dice.
• If the US suffers any casualties, they will need to check morale & apply any failure effects [p55RB].
• The US will then react to the Somali fire [probably by retuning fire!!]

Once this round of fire is resolved, the Somalis can activate the 2 remaining groups; the 1 without the leader must make an activation check [p113RB]. Given their starting positions shown on the scenario map, they won’t be able to fire on the Q-truck this turn so will need to use their activation to move [Tactical or Rapid]. They won’t be able to move and fire as part of their activation because they are irregulars and can only do one or the other & the 1st group cannot be activated because they reacted to the Q-truck [p113RB].

Start new turn [turn 2]
US player has initiative
• Apply First Aid [p49RB] to any casualties from Somali fire in Turn 1
• Activate the Q-truck/Squad
o Stay mounted: Move; shoot; move & shoot; shoot & move [apply any penalties for vehicle moving].
o Dismount: Move; shoot; move & shoot; shoot & move.
o Somalis can react unless they are ‘shaken’ [p114RB].
o Reaction tests – follow procedure as given above.
• If the Somali RPG from group 2 is in range of the Q-truck, the resolution procedure will be slightly different because it is a ‘medium’ support weapon & is rated AP:2/AT:1[L]; [L] = Light Gun class.
o It has an optimum range of 12” because the rating of the group is D6.
o As above, can the RPG choose to shoot at the Q-truck or the infantry passengers or does it shoot at the Q-truck and any negative results will affect the passengers?
o Let’s say the unit with the RPG is targeting the Q-truck to see if I have the procedure correct!
 It will add +2 firepower dice because it is a medium support weapon [p38RB].
 The unit’s small arms cannot damage the Q-truck as per the table on p86RB. It’s Firepower against the Q-truck will be +2 med SW +1 [AT:1[L] = 3D6
 The Q-truck will roll either 2D8 or 3D8 defence depending on which part of the Q-truck is being targeted [DOTRp29].
 If the RPG scores a hit, it will use the ‘Light veh class damage table, light gun column’ [p82RB] to see what damage is caused. The Somalis will roll 1D8, with a +1 shift for every successful hit after the 1st up to a max of D12.
• Q-truck crew & casualty questions;
o The Q-truck is listed as having a crew of 2. If the truck takes hits that cause casualties, how are they distributed between the ‘crew’ and the passengers?
o As there is only 2 crew, does this mean that as soon as 1 is killed, the other must bail out as per the rule on p85RB, with the vehicle counting as destroyed for VP purposes? If yes, this seems strange, given that the ‘crew’ is actually part of the infantry squad.

Once this round of fire is resolved, the Somalis can activate any remaining groups; any without the leader must make an activation check [p113RB]. They won’t be able to move and fire as part of their activation because they are irregulars and can only do one or the other. 'Shaken' units will be recovering.

Start new turn [turn 3]
US player has initiative
• Procedure is as above
This turn the US reinforcements arrive in their vehicles.
• The Humvee’s are shown with weapon stats which differ from those shown in the rulebook; i.e;
o DOTR Mk19AGL [Med. AP:2/ATO]; RB shows both versions as AP3
o DOTR M2HB .50HMG [Hvy. AP:3/AT:1[L]]; RB shows it as AP4
o Why the difference & which is correct?
• What type are the Humvee’s in DOTR – soft skin or up-armoured?
• No crew are shown so I presume the squad are driving their own transport or the crew don’t figure in this scenario?

Start new turn [turn 4]
Somalis can start attempting to exit the board.


Many thanks if you’ve read this far and posted a reply to my questions – it is much appreciated. No doubt there will be more questions as we play more involved scenarios!

Cheers,
Dave


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 Post subject: Re: 'Day of The Rangers' turn Procedure & questions - HELP!
PostPosted: Fri Apr 06, 2012 1:39 pm 
AAG Co-Director
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Joined: Sun Oct 07, 2007 8:03 pm
Posts: 6531
Location: USA
Quote:
Thorny brush blocks LOS – What about the low hills shown on deployment map – do they block LOS?


They're hills, so yep.


Quote:
FOW determined normally by reaction test rolls – only using DOTR cards or the full pack with DOTR ones added in?


If you're using the booster deck, then you need to add cards. If you're using photo-copies out of the book, you don't.

Quote:
1. Does this automatically activate the squad aboard the Q-truck as they are passengers or do they have to be activated separately?
2. Or do we activate the squad & thereby activate the Q-truck along with it, given that the truck itself is unarmed?


You can activate the squad, the vehicle, or the vehicle and the squad.

Quote:
They will fire on the Somalis with 10D8 TQ dice [8 team members +1 SAW +1 Grenadier +1 optimum range +1 Somalis exposed = 12 total but restricted to 10D cap].


Yes. 12 is greater than 10. ;)

Quote:
an this be ‘Rapid’ movement?


Sure. I imagine that's more likely than not. ;)

Quote:
If they don’t get into cover, can the US still fire at them?


Sure, if they're eligible to fire.

Quote:
Is the Somali fire resolved against the Q-truck or the squad?


Your choice. They are exposed crew. See page 78 for rules on shooting at 'em. Otherwise, shoot at the vehicle and hope you brew it up or cause casualties.

Quote:
Why the difference & which is correct?


Typos there - go with the RTB rating in this case.

Quote:
What type are the Humvee’s in DOTR – soft skin or up-armoured?


Soft-Skin unless the scenario says otherwise.

Quote:
No crew are shown so I presume the squad are driving their own transport or the crew don’t figure in this scenario?


Right. The driver/gunner are part of the fireteam, not attached to the vehicle.

Hope this helps!

Shawn.

_________________
Shawn Carpenter
Game Designer, Ambush Alley Games

"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


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 Post subject: Re: 'Day of The Rangers' turn Procedure & questions - HELP!
PostPosted: Fri Apr 06, 2012 2:14 pm 
Private First Class

Joined: Mon Oct 10, 2011 12:11 pm
Posts: 32
Shawn,

Thanks for the very speedy response - couldn't have asked for better!
I'm really looking forward to getting to grips with the game & fully exploring all of the supplements & SOG scenarios.
It does mean buying new figures which means the 40k stuff will definately be sacrificed on the ebay altar now - I've been looking for a reason to get rid of them!

Regards,
Dave

ps: I'm presuming all of my calculations & reasoning were correct, given that you didn't correct or comment on them?


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 Post subject: Re: 'Day of The Rangers' turn Procedure & questions - HELP!
PostPosted: Fri Apr 06, 2012 2:18 pm 
AAG Co-Director
User avatar

Joined: Sun Oct 07, 2007 8:03 pm
Posts: 6531
Location: USA
From the quick skim I gave 'em, they looked right! I didn't have time to read them all in depth - lots of stuff going on in the ol' AAG HQ this afternoon! ;)

Watch for announcements!

;)

_________________
Shawn Carpenter
Game Designer, Ambush Alley Games

"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


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 Post subject: Re: 'Day of The Rangers' turn Procedure & questions - HELP!
PostPosted: Fri Apr 06, 2012 4:05 pm 
Private First Class

Joined: Fri Sep 30, 2011 8:59 pm
Posts: 33
Location: Blenheim, SI, New Zealand
recceboss wrote:
I'm really looking forward to getting to grips with the game & fully exploring all of the supplements & SOG scenarios.
It does mean buying new figures which means the 40k stuff will definately be sacrificed on the ebay altar now - I've been looking for a reason to get rid of them!

Regards,
Dave



Hi Recceboss,

If you like FoF, you might want to reconsider selling off the 40K stuff and use them in games of "Tomorrows War."


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 Post subject: Re: 'Day of The Rangers' turn Procedure & questions - HELP!
PostPosted: Sat Apr 07, 2012 1:25 pm 
Private First Class

Joined: Mon Oct 10, 2011 12:11 pm
Posts: 32
Good point about teh 40k stuff - looks like the Valhallans & my Armoured Brigade get a reprieve!

Shawn;
1 mistake [of mine obviously!] I picked up after your answers was that the US in the Q-truck must deduct 1 firepower die, giving them a total of 9 initially.

Also, will you give some guidance on the 2 unanswered questions please, i.e.
• Q-truck crew & casualty questions;
o The Q-truck is listed as having a crew of 2. If the truck takes hits that cause casualties, how are they distributed between the ‘crew’ and the passengers?
o As there is only 2 crew, does this mean that as soon as 1 is killed, the other must bail out as per the rule on p85RB, with the vehicle counting as destroyed for VP purposes? If yes, this seems strange, given that the ‘crew’ is actually part of the infantry squad.

cheers,
Dave


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