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Graphics Update

Steve Overton

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Jan 15, 2015
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368
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Odessa, Texas
All things are not created equal. (The top number on the right side of the counter is the firepower value.) The Soviets used the RPK for a very long time while the United States changed it's Squad Machinegun after the Vietnam War.

Good Hunting.

MR

LMGs.png
 
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Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Here is the list of single shot weapons. What are known as 'throw away' weapons.

The red 'X' in the lower left corner denotes it is a single shot weapon. Single shot weapons cannot become broken and subsequently repaired. If a single shot weapon malfunctions it is removed from play.

Good Hunting.

MR

One Shot Weapons Systems.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
FTRE uses an order/activation system. There are two orders that don't always require an order to activate the unit(s) involved.

Helicopters are not ground units and activate during any friendly impulse at no cost in orders.

Column movement costs an order to activate but once it's activated the column can be activated in any friendly impulse. Either to move or to dissolve the column.

Good Hunting.

MR

Column Movement J.jpg
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
SSG Brooks has shot down a Hind as it scouted for a Russian armored column. The crew got out of the downed helo and help is soon to be there.


NOTE:
Vehicles, including helicopters, have crews for all leadership functions in the game. In most cases they are not tracked if a vehicle/helicopter is destroyed. I placed a crew on the map in this instance. That would be in the special scenario rules for this battle or they would not have been placed on the map. Crews are not superhuman creatures bred deep under the earth and fed Kryptonite. They are people who want to live; like everyone else. With that in mind, when their vehicle is destroyed or otherwise incapacitated, they get out of the fighting and try not to get killed by the same weaponry that took out their vehicle.

Good Hunting.

MR

To the Rescue.jpg
 
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Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The map and scenario setup for the WBC con demo. The units on each side start offmap and enter from their side

The US sniper was added the last game we played at the con. The US was getting beat up pretty good in mos of the battles. It was probably because I always took the US side....

Good Hunting.

MR


WBC con Scenario_1.jpg
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Opportunity Fire is one of the most important mechanics of a tactical game series. There are two types of movement. Advance Movement allows a unit/stack to move a single location. For this example the US player is issuing a Tactical Movement Order. Which allows a unit/stack to both move and fire, with half their movement allowance and a modifier to their fire combat die roll.

Before the US units can fire they would have to undergo Opportunity Fire. Infantry units have an Opportunity Fire range of up to 3 hexes. They do not need to have an order to activate to use Opportunity Fire. All that has to happen to trigger the Opportunity Fire from an infantry unit is the target be in LOS and be 3 hexes/or less from the firing unit.

Support Weapons (Grenade Launchers, Machine Guns, etc.) are a bit different. They use their normal firepower out to 3 hexes. Support Weapons can activate Opportunity Fire out to the extent of their printed range. For instance, an RPK (LMG) has a range of 11, which means it could fire Opportunity Fire out to 11 hexes at a moving enemy unit. The Support Weapon loses effectiveness the farther it away the target is. The Support Weapon loses a point from it's Infantry Firepower value for each hex beyond 3 that the Opportunity Fire occurs in.

As an example: The RPK (LMG) has a range of 11 and an Infantry Firepower of 5. In Opportunity Fire it would attack a moving enemy unit at 3 hexes with 5, at 4 hexes with a 4, at 5 hexes with a 3, at 6 hexes with a 2, at 7 hexes with a 1 and at 8 hexes with a 0. You cannot activate an attack with less than 0 value. A Russian Assault Rifle Fireteam has an Infantry Firepower of 8 and a range of 3. It cannot fire further than 3 hexes with an Opportunity Fire attack for any reason.

The graphic shows the US set to move onto the hill. The only hex that would be attacked 'normally' would be from the Russian stack in H5 to the US Fireteam in hex E3. All the other locations would be subject to a 'reduced' attack value from the Russian Support Weapons (RPK LMG's) firing.

Good Hunting.

MR

ambush_4J.jpg
 
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