Page
|
Rule
|
Use?
|
Notes
|
4
|
Excellent leaders
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
5
|
Heroes and unit integrity
|
n
|
Not inclined to use Heroes
|
7
|
Initiative Cards
|
y
|
Need to think about how this will work with multiple units activating on the same card
|
12
|
Direction of fire
|
y
|
No reason not to
|
12
|
Special camouflage
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
14
|
Moving dismount
|
y
|
If anyone’s daft enough to use it
|
14
|
Jumping horses
|
y
|
If anyone’s daft enough to use it
|
17
|
Suspected fire
|
y
|
But reserve the right to remove if the game is slowing down too much
|
18
|
Gunnery skill
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
18
|
Tightly packed infantry targets
|
y
|
Easy enough to implement
|
20
|
Extremes
|
y
|
Easy enough to implement
|
24
|
Multiple vehicles in close attacks
|
y
|
Easy enough to implement
|
24
|
Special close combat weapons
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
24
|
Grenades and close combat
|
y
|
Need to agree grenade loads, “special grenades” available only with umpires’ agreement.
|
25
|
Snipers vs fortifications
|
n
|
Too powerful
|
25
|
Jamming
|
n
|
Slows down the game too much
|
25
|
Horrific KIA
|
n
|
Slows down the game too much
|
25
|
High ROF belt-fed LMGs
|
n
|
Inclined to leave it out and say no-one has enough ammo
|
25
|
Detailed infantry wound and KIA
|
n
|
Slows down the game too much
|
26
|
Canister Ammo
|
n
|
Simpler to leave it out
|
31
|
Light and medium mortar rate of fire
|
n
|
Inclined to leave it out and say no-one has enough ammo
|
32
|
Blind fire
|
y
|
Easy enough to implement
|
32
|
HE overhead fire
|
n
|
Simpler to leave it out
|
34
|
Ripple effect
|
n
|
Want to avoid the risk of players losing their force due to an unlucky series of die rolls
|
34
|
Destroyed unit retreat
|
n
|
Simpler to leave it out
|
35
|
Reorganisation of leaderless units
|
y
|
Allows people to keep playing a force that’s been unfortunate with Leader casualties
|
35
|
Hero and Panic
|
n
|
Simpler to leave it out
|
35
|
Heroes as Leaders
|
n
|
Not using Heroes
|
36
|
Entry and exit from buildings
|
y
|
Would have needed a house rule for this anyway
|
36
|
Fire from buildings
|
y
|
Ian S has suggested 4 men can fire per window, 2 per door. Or we could just count the openings and divide by three?
|
36
|
Camouflaged field defences
|
n
|
Simpler to leave it out
|
47
|
Random Events
|
y
|
Best rule in the book!
|
13 July 2013
Updated Optional Rules
Ian S has pointed out that I missed out some of the optional rules from Arc of Fire when I originally posted the table. Here it is fixed.
09 June 2013
Andreivian Forces Made Easy
Setting up Andreivian forces for AoF can be dead easy.
| An Andreivian force yesterday |
There's precedent from the Tuzkhur Valley game for the Andreivian paramilitary force, the Gendarmerie, being in WW2 Soviet uniforms. We also know that some Gendarmerie units ended up defecting on masse to particular factions. The T-34 is an obvious AFV for a second-line force like the Gendarmerie and the Landrover can be justified by the Andreivians' history of flexibility in military procurement.
Do we have a couple of figures that look like leaders? A guy with a pistol or SMG would be good, especially if he's waving or pointing. Assuming we do then we're pretty much there. We end up with some thing like this:
Gendarmerie squad (Tac 7)
Squad Leader SMG 6(L)
Gunner Clip-fed LMG 7
Loader Bolt-action rifle 7
6x Gendarmes Bolt-action rifles 7
| Speed-painted Soviets masquerading as Andreivian Gendarmerie |
Recce team (Tac 6)
Team leader SMG 6(L)
3x Scouts Bolt-action rifles 7
Landrover
| The Recce Team - Landrover straight from the toy box |
T-34/85 (Tac 7)
with four crew (Morale 6)
| A barely-painted T-34/85 |
Seven seems a reasonable Tac score for these guys as they aren't front line soldiers. The recon guys are slightly better (recon types always think of themselves as elite). Again 6 or 7 seems about right for morale too. I've given the leaders better morale because I see these troops as reliant on a few experienced men to keep them performing at their best.
All of these need to be tidied up a bit but I think they illustrate how easy it can be to put a useable force together. If I were to spend some more and time and effort on these guys I might see if I could find an HMG or perhaps an RCL to give the recce team some more firepower.
Optional rules for Tcherbevan
I've put together the following list of the optional rules in Arc of Fire that I'd suggest using (or not using) for the game at Crisis Point 2014. Comments welcome.
Page
|
Rule
|
Use?
|
Notes
|
4
|
Excellent leaders
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
5
|
Heroes and unit integrity
|
n
|
Not inclined to use Heroes
|
12
|
Direction of fire
|
y
|
No reason not to
|
12
|
Special camouflage
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
14
|
Moving dismount
|
y
|
If anyone’s daft enough to use it
|
14
|
Jumping horses
|
y
|
If anyone’s daft enough to use it
|
18
|
Gunnery skill
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
18
|
Tightly packed infantry targets
|
y
|
Easy enough to implement
|
20
|
Extremes
|
y
|
Easy enough to implement
|
24
|
Multiple vehicles in close attacks
|
y
|
Easy enough to implement
|
24
|
Special close combat weapons
|
y
|
But restricted to units approved by umpires and listed in unit stats
|
25
|
Snipers vs fortifications
|
n
|
Too powerful
|
25
|
Jamming
|
n
|
Slows down the game too much
|
25
|
Horrific KIA
|
n
|
Slows down the game too much
|
25
|
High ROF belt-fed LMGs
|
n
|
Inclined to leave it out and say no-one has enough ammo
|
25
|
Detailed infantry wound and KIA
|
n
|
Slows down the game too much
|
26
|
Canister Ammo
|
n
|
Simpler to leave it out
|
31
|
Light and medium mortar rate of fire
|
n
|
Inclined to leave it out and say no-one has enough ammo
|
32
|
Blind fire
|
y
|
Easy enough to implement
|
32
|
HE overhead fire
|
n
|
Simpler to leave it out
|
34
|
Ripple effect
|
n
|
Want to avoid the risk of players losing their force due to an unlucky series of die rolls
|
34
|
Destroyed unit retreat
|
n
|
Simpler to leave it out
|
35
|
Reorganisation of leaderless units
|
y
|
Allows people to keep playing a force that’s been unfortunate with Leader casualties
|
35
|
Hero and Panic
|
n
|
Simpler to leave it out
|
35
|
Heroes as Leaders
|
n
|
Not using Heroes
|
36
|
Entry and exit from buildings
|
y
|
Would have needed a house rule for this anyway
|
36
|
Fire from buildings
|
y
|
Would have needed a house rule for this anyway
|
36
|
Camouflaged field defences
|
n
|
Simpler to leave it out
|
47
|
Random Events
|
y
|
Best rule in the book!
|
05 May 2013
Random Stuff
The random events table really adds to the fun of any Arc of Fire game. Although it’s listed as optional, I never play without it.
There are a number of the random events that work best if you’ve prepared some appropriate models in advance. Here are some things you might consider building. Note that the descriptions in the rules are more detailed. I'm paraphrasing here.
Air Recon Arrives - an opportunity to build a recon aircraft for your faction.
Civilians on the Battlefield - a group of eight civilians tries to cross the battlefield.
Combat Engineering Skills - can place a 1”x3” minefield (or three of them if you’re an engineer unit). Might be worth knocking up some hasty minefield markers.
Dead Farm Animals - place some dead livestock as cover.
Sniper! - you can have a sniper if you’ve bothered to model one.
Molotov Cocktails - 1d6 of them, to be distributed one per figure - any thoughts on how to show this?
Providential Scrounging - team finds an LMG. This is a good opportunity to produce an extra LMG-equipped figure for your unit (of course this doesn’t need to be an LMG usually used by your side - fancy a Russian with a Minimi?).
Motorcycle scout - in the rules you get a motorcycle and sidecar combo but I think for the 1990s we could stretch to two guys in a 4x4, but only if you’ve provided a suitable model.
Crazed Dog - speaks (barks?) for itself.
Dig In! - the unit can dig foxholes. I don’t suppose we could provide dug in versions of every unit? Thought not.
Heroic Medic - this one can be really useful. It’s a good idea to have a medic figure handy for your unit.
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