Welcome to the LnLP Forums and Resource Area

We have updated our forums to the latest version. If you had an account you should be able to log in and use it as before. If not please create an account and we look forward to having you as a member.

Fire Team - Red Eclipse AAR - The Encounter 2

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Now that the Leader has rallied and isn't broken he can call in an artillery mission. To do that he must play a Tactical Event Card for an Artillery Mission because he has no artillery assigned him at the start of the scenario.

Soviet Artillery Mission.png

Makarov rolls a 6. This gives him 120mm Artillery Support with a chance for smoke.

He places the spotting round in J5. There are no LOS concealment hindrances so the die roll is unmodified. He must roll an 8 or less for the spotting round to land in J5.

The die roll is a 6. Which means the mission could be smoke if he so chooses. The Soviet Player opts for a Fire Mission instead.


Im2 Spot a.png





The spotting round lands in J5.
 
Last edited:

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Marakov now calls for the fire mission. He turns the Spotting Round into an FFE.


Im2 FFE 1.png



This is as close as you would ever want to try calling in a Fire Mission. The blast radius of the impact is adjacent to 2 of the Soviet locations. If the Spotting Round had drifted it could have hit Soviet units. Once an artillery mission is called for it will arrive somewhere. You just hope you get to put it where you want it.
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The Fire For Effect locations the Spotting Round hex and all 6 adjacent hexes around it.

Each of those that contain a building or units in them will undergo an attack.

The buildings undergo an attack to see if they catch fire.

I believe that tactical level games don't portray things catching fire as often as they do in combat. You see pictures taken in combat zones of burning everything!! So, in the KN series if 'The RED die is higher, there is a fire.'

We will remove the Fire For Effect markers from I4, J4 and K4 because there are no enemy units there and nothing to catch on fire.


Im2 FFE 1c.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
We roll the die for the attacks and get these results.

Notice that the red die is not higher in any of the attacks so this artillery attack caused no fires.


Im2 FFE 1b.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
When we resolve the attacks on the buildings, all at no effect, we end up with just two attack locations for US troops to take morale checks in.


Im2 FFE 1d.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The Artillery Attack is a RED 15 for the 120mm fire mission with a die roll of 16 (4 + 6 + 6 = 16) 15 + 16 = 31. TAV = 31.

The US Fire Team has a morale/experience level of 7. Crouching in the open gives them no cover. The die roll is an 8. 7 + 8 = 15. TDV = 15.

Because the TAV is at least twice as large as the TDV the unit double breaks and is removed from play.


Im2 FFE 1F.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
In location J6 the US Player could take grievous losses if this doesn't go well.

The Artillery attack on this location is a 15 RED. The die roll is 7, (3 + 1 + 3). 15+7=22. TAV = 22.

Leaders check morale first. Albanese has a 9 experience/morale rating. The wooden building gives +2 for cover. The die roll is a 10.
9 + 2 +10 = 21. TDV = 21.

TAV is greater. Albanese breaks.

The Veteran Fire Team has an 8 experience/morale rating. The wooden building gives +2 for cover. Albanese has a zero Command Bonus when he's broken and so adds nothing. The die roll is a 9. 8 + 2 + 9 = 19. TDV = 19.

TAV is greater. The Fire Team breaks.

The Engineer Fire Team has an experience/morale rating of 8. The wooden building gives +2 for cover. Albanese has a zero Command Bonus when he's broken and so adds nothing. The die roll is a 9. 8 + 2 + 9 = 19. TDV = 19.

TAV is greater. The Engineer Fire Team breaks.

The Regular Fire Team has a 7 experience/morale rating. The wooden building gives +2 for cover. Albanese has a zero Command Bonus when he's broken and so adds nothing. The die roll is a 3. 7 + 2 + 3 = 12. TDV = 12.

TAV is greater. but not twice as much. The Fire Team breaks.



Im2 FFE 1H.png


Everybody in the building broke but nobody was removed from play. The attack die roll was below average and the first 3 US Morale Check die rolls were above average. That helped the US Player tremendously. When I saw the 3 for the last US Fire Team I was afraid they had been eliminated. The low attack roll absolutely saved them. (They must have been in the basement!!)


Im2 FFE 1J.png
 
Last edited:

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Yes, all the games in the series will be stand alone. Since I have a contract with LnLP I would assume they will want to be the ones who publish it. :D


Because the rule set is 99.5% complete as it is today it shouldn't take long to produce other games in the series as they all use the same rule set. The series was created from the ground up using the same formula's for all the weapons and vehicle classes. What that means is that if you want to compare any weapons of a class such as machineguns they were all created using the same criteria. So, how does an MG42 compare to an MG34? They are absolutely not the same weapon as most tactical games portray them to be. But what about the MG42 and the M60 which is a derivative of it? Check and see the differences. What difference does it make if the Squad weapon is an Automatic Rifle or a light machinegun? You can check and see knowing the factors in the game are based on actual data.

How fast to vehicles move? They have the same unique individual formula that sets speed.
What are the armor values? They have the same unique individual formula that give those values.

What about the effectiveness of an army's artillery versus another's? It's all figured from the same unique individual formula.

Once those formula's were worked out then it simply becomes a function of plugging the numbers to get the values for any weaponry that is to be added to the series. Whether that's decades old or just added last week.

In addition, the Artillery Availability Cards were created by the numbers and type of support weapons in that nations infantry divisions during the time period modeled. KN, like most tactical combat games, is a game series that is based on infantry combat. However, it's not exclusively an infantry game. The same detail that went into creating the different infantry combat systems also went into creating the vehicles, helicopters,support weapons, missiles, etc.
 
Last edited:

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The Soviet Player wants to move next to the broken US stack in J6. He has a Reaction Tactical Event Card in his hand that would allow him to give an immediate order right now.


USSR TE C Reaction.png

If, however, the next Command Point chit is a Soviet one it will be his impulse and he won't have to play this card.

The next Command Point chit drawn is a US 2.


Tn2 Im2.png

With the prospect of the US Player rallying all his troops in J6 before he can fire at them again the Soviet Player plays the Reaction Tactical Event Card. He declares Makarov to give a Tactical Movement order.
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The US Player looks at his own 4 Tactical Event Cards to see what he may be able to counter with.

US Tactical Event Cards Turn 2.png

Nothing here will stop a movement order.
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The first thing the Soviet Player does is to move the infantry in location L6 to K5. Tactical Movement reduces the units movement by half losing all fractions. The move costs the Fire Teams 2 Movement Points which both of them have.

This move will generate an Opportunity Fire event for the US Player for the units in J6 if he chooses. Not all units in J6 have to Opportunity Fire if the US Player chooses to hold some back for later. Anyone that uses Opportunity Fire may only use it once per impulse. So, while the act of firing doesn't cost any orders it can only be done once per impulse.




Im2 Reaction TE C.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The units in J6 can fire any combination of units for Opportunity Fire. The only stipulation is that everybody fires together as a group at an enemy location and they can only fire once per impulse.

The US infantry units are all broken but their ranges are 1 so that has them able to fire at anyone that moves adjacent to them.

They each have an Infantry Firepower of 2. There is a -2 Firepower modifier for them firing during Opportunity Fire however. That would reduce everything but the M249 to a zero and add whatever the die roll is to it. That's not a good attack and the US player will not take Opportunity Fire against that movement.



Im2 Reaction Op Fire 1J.png
 
Last edited:

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Makarov now moves with the unbroken Fire Team. The Fire Team only has 2 Movement Points unless it moves it's entire time with the leader. If it does it gains another point. The group moves to K4 and then to J5. It uses all 3 of the Movement Points available.

Im2 Reaction Op Fire 1f.png

This movement also gives the US forces in J6 the ability to Opportunity Fire at them as they move in.
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
The US Player may fire with all the units in J6. All the broken Fire Teams and the Leader have a 2 Infantry Firepower at range 1. Because during Opportunity Fire you subtract -2 from all the units Infantry Firepower this effectively reduces them to zero for this impulse.

The M249 LMG is a different story. It has an Infantry Firepower of 8, -2 for using Opportunity Fire gives it a 6 BLACK. The die roll is an 8. 6 + 8 = 14. TAV = 14.

The Leader must check his morale first. Makarov has a morale/experience level of 8. The wooden building adds +2 for cover. The die roll is an 8. 8 + 2 + 8 = 18. TDV = 18.
The TDV is larger. Makarov doesn't break.

The Fire Team has a morale/experience level of 7. Makarov adds his Leadership Rating of +1. The wooden building adds +2 for cover. The die roll is an 11. 7 + 1 + 2 + 11 = 21. TDV = 21.
The TDV is larger. The Fire Team doesn't break.


Im2 Reaction Op Fire 1K1.png
 

Steve Overton

Member
Joined
Jan 15, 2015
Messages
368
Points
28
Location
Odessa, Texas
Now comes the Fire part for this particular Tactical Movement order.

The infantry units in locations J5 and K5 could break down into several small attacks but because the US units are already broken I'll combine them into a single Fire Group and attack with them.

The core of the Fire Group will be the units in J5.

J5 Location:
Leader will not fire. He will use his Leadership rating to add to the Firepower of the group. +1 to each firing unit in the same location as he occupies.
Fire Team 7 - 2(Tac Mov) + 1(Leader) = 6
RPK LMG 5 -2(Tac Mov) + 1(Leader)= 4

The units in K5 will help to form the Fire Group. Because they are in a different location they add +1 each to the Fire Group. This is not modified by a -2 because each of the units after modification would be worth at least 1.

K5 Location:
Regular Fire Team +1 (Supporting Fire Group outside of the core location. Leader does not modify this Fire Power.)
RPK +1 (Supporting Fire Group outside of the core location. Leader does not modify this Fire Power.)
Green Fire Team +1 (Supporting Fire Group outside of the core location. Leader does not modify this Fire Power.)

This all adds together as 5 + 1 + 3 + 1 + 1 + 1 + 1 = 13.



Im2 Reaction Op Fire 1N.png


Leadership Bonus and how to apply it is one of the big decisions you will be making in the game. When it applies to fire power bonus' sometimes it's better to simply let the Leader fire his own weapons. Depending on what the Bonus is and how many firing elements there are. In this case his bonus is a 1 and there are 2 firing elements. That gives a +2 firepower from the Leadership Bonus. The Leaders own firepower is 2 as well. In this case it's the same.

But let's consider if the Leadership Bonus is a 2. Then he would add +2 for each firing element for a total modifier of +4. That's double the value you would get if he only fired his own personal weapon for 2 additional firepower.
 
Last edited:
Top