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 Post subject: More questions from DoTR'. Help! Need answers 4 2moro please
PostPosted: Fri Jun 01, 2012 11:29 am 
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Yet more questions we've come up with from our most recent sojurn into skinny land.
Need answers for tomorrow [Thursday here in the UK!] PLEASE.....

1. A scenario’s victory conditions states VP are gained for enemy figures that are casualties or KIA. If the last few members of a squad break & are removed because their TQ has fallen below D6, do they count as ‘casualties’ & gain VP or are they just considered to have crawled into a hole & disappeared so no VP?

2. Equal dice on morale checks – difference between regular & irregular.
RBp114: For Irregular Morale checks Shawn said ‘Treat ties as passing the test’. RBp55, Regulars whose morale check failures is equal to or greater than the number of successes are pinned. What’s the reason for Irregulars getting a more favourable result than regulars?

3. Mobs: Civilian & hostile
a. Is a ‘hostile’ mob counted as a ‘civilian’ mob and so follows the rules for Civilian mobs on RBp127?
b. If the answer to a is ‘no’, does a hostile mob move 6” tactical & 12” rapid or is it restricted to tactical movement?
c. If the answer to a is ‘yes’, it can only move 3” & must stop more than 6” away from other units.
d. Does this include other mobs?
e. How then does a mob get to taunt a regular unit, as it has to be within 4” of the regular unit to be able to do so?
f. Can a hostile mob be dispersed or is only ‘civilian’ [i.e. unarmed] mobs than can be dispersed by regulars?
g. Can mobs enter buildings?
h. If so, can other friendly figures enter the same building & ‘pile on’ the mob base?
4. When rolling for reserves, does the irregular player roll for reserves before the regular player removes a neutralised hot spot or vice-versa?

5. Hidden: The skinnies in buildings can start the game 'hidden' (RBp64) requiring a TQ roll off in an attempt to spot with LoS and optimum range to determine if they can be fired at. Does a successful spot by one US unit then reveal the enemy to all US units or does each US unit have to spot for itself?

6. DoTR Skinny reinforcements table p34. Do we only make the professional gunman or armed rabble roll if we roll a 1 or 2 on the reinforcements table & get a mob - the description actually specifies 'mob'? Does it just mean the 'mobs' or is it actually referring to all reinforcement gunmen groups as 'mobs?

7. RBp86 'Inf AT weapons vs. Vehicles' states 'Inf firing AT weapons at vehicles only use the FP of their weapon against the vehicle..'. Does this also mean that they don't get the optimum range & exposed FP bonuses?

As usual, many thanks if you manage to find the time to answer these.

Cheers
Dave


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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Wed Jun 06, 2012 10:24 am 
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Joined: Mon Oct 10, 2011 12:11 pm
Posts: 32
Just added another question....
Come on guys, need your help here....PLEASE


Dave


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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Wed Jun 06, 2012 10:53 am 
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Q1 They are not counted as VP unless wounded Killed or captured.
Q2 because the Irregulars know the terrain and the population supports them.
regulars don't have that benifit so when their morale breaks down they tend to hunker down and seek cover till they are reinforced or recover...
Q3A yes
Q3B It is restricted to the stated movement for Civ Mobs.
Q3C It is not required to move beyond 6 inches if a (US) stands own movement carries it to below 6 inches.
Q3D no it should only affect it closing to below 6 inches of a unfriendly stand (US,UN).
Q3E it taunts when an unfriendly stands movement brings it to 4 inches or closer of the hostile mob.
Q3F a hostile mob may be turned to a civ mob and then a second attempt the next turn would disperse it .
Q3G No
Q3H No
Q4 reserves are rolled for either when specificaly stated in the scenario or at the beginning of the next turn after the first aid check. Any hot spots that are nuetralised are removed at the end of the turn in which they where neutralised.
Q5 The spotted enemy Skinny unit is revealed to all elements in a unit ("fire ball 6 this is Fireball 2 Alpha contact romeo 6 Lima 3 (Building romeo 3rd story) Tango strenth (Team strenth) small arms only at this time how copy over") Even in the 90s radio coms were fairly good so all elements of the spotting teams platoon would recive the TIC report ...the Platoon leader would send the TIC up to company and so on ...
Each seperate enemy unit thats hidden would need to be rolled for individually.
Q6 Not sure I don't have my DOTR book handy .
Q7 only if they are weapons team a standard Infantry team with an RPG would not get the WT bonus but might qualify for the OR bonus.

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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Wed Jun 06, 2012 2:35 pm 
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Many thanks for the replies Whoa.

One other thing I've thought of.
Mobs are activated just like any other unit. Does this mean that it needs a TQ check to activate a mob & can leaders join them and activate them without the check?

I've been looking again at the Inf AT vs. vehicles description. On p87 it doesn't make any discrepancy between 'infantry' AT weapons such as RPG's and heavier ones such as ATGM's. It just states that 'infamtry firing AT weapons at vehicles only use the FP of their weapon against the vehicle'.
Where did you get the point that it only applies to non-infantry AT wepaons - what am I missing?

cheers
Dave


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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Wed Jun 06, 2012 3:40 pm 
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No, a bunch of skinnies with an RPG would only roll one die (for the guy shooting the RPG), plus the RPG's FP dice, plus OR, exposed, and the rest.

It's not like a bunch of skinnies with a Dishkuh, where you'd get 3 dice for the crew, 3 dice for the gun, 1 die for OR, another die for exposed target, PLUS 2 dice for the weapons team bonus.

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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Wed Jun 06, 2012 5:17 pm 
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No I don't want to complicate it by talking about Inf non AT weapons , I just ment that if you have a unit firing at a tank and its not a weapons team you would just use the FP of the AT weapon. IE 4 guys with 2 rifles 1 saw and a RPG. They are just a normal unit that happens to have a RPG so if you fired at the tank you would only count the RPGs FP ...some scenarios give you the option to roll to see if its a special AT warhead which would increase its FP by one die....I have also asked some of the rest of the guys and gals that have the DOTR book to look over and correct any wrong info I might give you...Im trying to get you answers by tonight for your game tomorow. The Boss is dealing with a family matter otherwise he would check in as well. I think most of the answers I gave are correct and should get you thru the game and give us more time to set you strait ...hope you have a great game and have fun ....Mikey

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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Wed Jun 06, 2012 8:21 pm 
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Mixed and hostile mobs are guys armed with rocks and machetes and a few militia with asualt rifles. They will never be armed with anything heavier then a asualt rifle . so when the scenario calls for one you would roll 1 D6 to determine the number of rifle armed members of the mob and just place the number needed in base to base contact with a normal mob stand to indicate a mixed or hostile mob and how many are armed with rifles.

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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Thu Jun 07, 2012 3:08 am 
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Whoa...many thanks for the replies, the help is very much apreciated.
The friendly helpfulness of the people on this forum is one of the things that makes the overall game enjoyable - much better than some other forums I could name!

My apologies but still a bit confused about the Inf AT thing.
If an infantry unit is firing an RPG at ANY vehicle, the RAW on p87 indicates that it only uses the FP of its weapon.
If there is a skinny unit with 5 AK's, 1 SAW & an RPG [AP2;AT1(L)] firing.
1. At an infantry unit they would get 7 basic + 1SAW + 2RPG for 9FP dice [plus exposed & optimum range if applicable; to a max of 10FP]
2. If the same unit fires at ANY vehicle, the table on p86 determines if the non-AT infantry weapons will have an effect on the vehicle. Regardless of this, the RPG will only get 1FP dice. So....
a. The same 7 man skinny unit shooting at a soft skin vehicle will get: 6 basic [no FP dice for the RPG operator this time] + 1SAW + 1RPG = 8FP dice.
b. Shawn has already said that if opting to use the RPG AT value, a separate dice needs to be rolled for it. So I'm assuming [however dangerous that may be!!] any optimum range/exposed bounus dice will be thrown by the infantry wepons - the RPG is only getting the 1 dice.
Have I finally got this clear in my decaying brain? I was told, in my distant youth that alcohol would rot my brain & I think the doom sayers may have been correct.....

Regarding the mob thing.
My question related specifically to the skinny reinforcement tables in DoTR. On p34, it says to roll for TQ - 1D6 to determine whether each MOB consists of hired gunmen or armed rabble. The table gives a 'Hostile Mob' on a roll of 1 or 2. The skinny player queried whether this roll only applied to the hostile mobs or whether it meant to apply it to all of the reinforcements described as 'gunmen' as well. I think it applies just to the hostile mobs on a roll of 1 or 2 but I'm playing the US forces & he doesn't trust my answer, hence my request for 'clarification'.

Also, the question 'When rolling for reserves, does the irregular player roll for reserves before the regular player removes a neutralised hot spot or vice-versa?'. The scenario/RAW dictates that BOTH of these happen 'at the end of the turn'. It could be quite important, especially if the irregualr player rolls the hot spot number that the regular player is neutralising!

Finally; the answer you gave to dispersing a hostile mob was 'A hostile mob may be turned to a civvy mob and then a second attempt the next turn would disperse it'. Where did you get this from please, as I can't find it anywhere in the RB?

Many thanks again
Dave

ps: if you're ever in Scotland I'll buy you beer - lots of beer......or whatever else your 'poison' is....


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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Thu Jun 07, 2012 10:01 am 
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Mob thing ....it only applies to the hostile mobs.
Sorry but the hotspots are removed before you roll for the reinforcements.
The rules refered to are in the main FOF rule book pages 127-129. civ on the battlefield.
Tho I could not reference the specific rule ...so I will queery the boss when he is availible but it would seem logical to need to turn a hostile mob to a civ mob and then finaly disperse them.....Mikey

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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Thu Jun 07, 2012 11:26 am 
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recceboss wrote:
My apologies but still a bit confused about the Inf AT thing.
If an infantry unit is firing an RPG at ANY vehicle, the RAW on p87 indicates that it only uses the FP of its weapon.
If there is a skinny unit with 5 AK's, 1 SAW & an RPG [AP2;AT1(L)] firing.
1. At an infantry unit they would get 7 basic + 1SAW + 2RPG for 9FP dice [plus exposed & optimum range if applicable; to a max of 10FP]

That's right.

Quote:
2. If the same unit fires at ANY vehicle, the table on p86 determines if the non-AT infantry weapons will have an effect on the vehicle. Regardless of this, the RPG will only get 1FP dice. So....
a. The same 7 man skinny unit shooting at a soft skin vehicle will get: 6 basic [no FP dice for the RPG operator this time] + 1SAW + 1RPG = 8FP dice.
b. Shawn has already said that if opting to use the RPG AT value, a separate dice needs to be rolled for it. So I'm assuming [however dangerous that may be!!] any optimum range/exposed bounus dice will be thrown by the infantry wepons - the RPG is only getting the 1 dice.

An RPG should be more than AT1(L)...

You're either rolling all the small arms together to shoot up an unarmored humvee with a -2 on the damage roll (which makes no chance to destroy the humvee), or you're shooting the RPG (AT rating plus optimum range, etc) with a chance to completely destroy the vehicle.

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 Post subject: Re: More questions from DoTR'. Help! Need answers 4 2moro pl
PostPosted: Sat Jun 09, 2012 9:38 am 
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Thanks again Mikey

Lion in the stars: thanks for your reply.
I'm not sure if it is another misprint but the RPG stats in DoTR scenario 'Q-Truck' show the skinny RPG as 'Med: AP2/AT1[L]. All the other scenarios have it as AT1[M], hence my reason for thinking this is another misprint.

As to firing the unit's small arms & RPG. Shawn has already confirmed in an answer to one of my previous questions that the whole unit will fire at the Humvee; its options will be
1. All weapons use their AP value [at -2DR on the damage results table, SA&ISW column]
2. Use different coloured dice for the RPG if player decides to use its AP value.
From Shawn's answer we concluded...
This means that if the RPG misses, the skinny player will be rolling on the soft-skin damage results table at -2DR in the SA&ISW column.
If the RPG hits, the skinny player will be rolling on the damage results table in the medium & heavy gun column. He will NOT get to increase the D8 to D10 etc when rolling on this column because only the RPG hits are considered, not the other infantry weapons
Basically, the whole unit is firing at the Humvee & the best result is applied to the damage results table.

As an infantryman, this makes most sense to me; if the RPG hits then the other small arms are probably going to be the least of my worries but if the RPG misses, there is still a chance the other infantry weapons will do some damage.
Also, cannot find anything, anywhere in the rulebook that says you can't fire an RPG & other infantry weapons at the same target - which is why I asked Shawn the question.

Many thanks again for taking the time to answer our questions
cheers,
Dave


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