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Future War Commander

 Post subject: Future War Commander
PostPosted: Sat Oct 11, 2008 10:59 pm 
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Sounds Great "P" ! Good to hear from ya !  :D

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 Post subject: Future War Commander
PostPosted: Sat Oct 11, 2008 11:06 pm 
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Hi!

These rules give me the "6mm bug" again, so I must use the enthusiasm as it lasts.  :)

Besides its time I give my AT-43 addiction a rest....  :;):

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 1:16 am 
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Quote: (Legion 4 @ 11 Oct. 2008, 19:09 )

Well smoke makes things harder to hit because it obscures LOS ... �Even many AFVs have smoke grenade launchers mounted on their turret or hull ... Smoke may draw fire because there may be something behind it that is a worthwhile target. �Like I said Smoke makes a target harder to hit, not invisible. �Not to mention how thermal sights may or may not work when targeting thru smoke. �:D

Sounds like a perfectly adequate abstraction.  About as good as one can expect, I guess.


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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 5:32 am 
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Quote: (nathaniel @ 12 Oct. 2008, 01:16 )

Quote: (Legion 4 @ 11 Oct. 2008, 19:09 )

Well smoke makes things harder to hit because it obscures LOS ... �Even many AFVs have smoke grenade launchers mounted on their turret or hull ... Smoke may draw fire because there may be something behind it that is a worthwhile target. �Like I said Smoke makes a target harder to hit, not invisible. �Not to mention how thermal sights may or may not work when targeting thru smoke. �:D

Sounds like a perfectly adequate abstraction.  About as good as one can expect, I guess.

Well as I said, before ... I served in the US Army as an Infantry Officer '79-'90. Leading an Air Assault Rifle Plt and then a Mech Inf Co. ...  We spent a lot of time on our craft. And the effects and uses of smoke were certainly known and understood.  And regardless, it just makes a target harder to hit because it acts as a form of concealment... Not (solid/Hard) cover, it's not really magic ...  :;): That being said, I'll take every advantage I can on the battlefield (or game table for that matter !) ...    :laugh:

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 9:48 am 
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Quote: (nathaniel @ 11 Oct. 2008, 00:32 )

So I take it that it doesn't handle smoke realistically/how it's actually used?


By pixelgeek | Posted on 11 Oct. 2008, 14:37

Or how actual Chaos Daemons are used either




Ha ha ha, yes someone really must send them a questionaire!

Flames of war uses smoke offensively to blind enemy units rather than disguise your movements. In a recent game using my 101st against Panzers one arty battery fired smoke the whole game to prevent his heavier firepower from winkling my men from their foxholes.

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 10:01 am 
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I think the problem is one that can't be accurately taken care of in miniature without going to a double-blind game.  That problem is that even when the opponent uses smoke in whatever ruleset I can still see what models are there and where they are.  Within the rules of a game I'll use indirect area-of-effect attacks where the smoke is since I can't use direct fire to saturate the area.  The latest errata for CAV has a nice solution.  You can still use direct fire at a target obscured by smoke, but it comes at a negative modifier.

*edited to include an important word, you guess which one :)




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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 10:10 am 
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Those two are the most sensible ones.
FoW as stopping your enemy to shoot themselves.
CAV as stopping your enemy on knowing where to shoot.
Ie "no looking out" and "heavy negatives on looking in".

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 11:12 am 
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Quote: (Erik M @ 12 Oct. 2008, 10:10 )

Those two are the most sensible ones.
FoW as stopping your enemy to shoot themselves.
CAV as stopping your enemy on knowing where to shoot.
Ie "no looking out" and "heavy negatives on looking in".

Yeah, there are lots of decent ways to handle it.  Almost all of them are better than the invincible LOS blocking forcefield that is quite commonly used.

As for the chaos daemon thing, it's my take that when you add fantastical or sci-fi elements to a game, it becomes more important that things are logical and consistent as one is already stretching the boundaries.  It's the whole reasonable suspension of disbelief thing.  When you're already accepting the existence of chaos daemons, alien monstrosities, immortal machine gods and things like that, small mundane things can snap ones reasonable suspension of disbelief.  Realism, oddly enough, can become more important when dealing with the fantastical than with the historical.

And ofcourse, some people are more sensitive than others to these issues.  Eye of the beholder and all that.


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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 11:36 am 
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Since we've chased down this rabbit-hole, I'd like to point out that smoke rules are hardly the make or break item in the rules.  It's something that can be house ruled.  The important thing is, is it a fun game to play?  I'm guessing those with the rules in hand have had a chance to kick the tires.  What's the verdict?

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 1:27 pm 
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Never ever use house rules. Period.  :shutup:

Make or break because not following the rules of basic physics.
Nothing so far in SoW or FWC. Lots in EA. Probably none in nE.
(And again, breaks doesn't make a game un-playable.
It does however make it less easy to make understandable.)

Soon I'll drop all this and go Command Decision.  :sigh:
Or... 6mm FoW!  8v)

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 4:28 pm 
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Quote: (Erik M @ 12 Oct. 2008, 05:27 )

Never ever use house rules. Period.

I don't like to do so either

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 4:53 pm 
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Well we beat that topic to death !  I look forward to getting the my copy ! Regardless ! ...  :D

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 5:08 pm 
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You sure have something to look forward to L 4. :agree:

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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 5:59 pm 
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The game report on the FWC site looked interesting but it is using larger figures (25mm I think) for a more skirmish based game so I don't have a clue how the larger units work so far.

What I like about CWC is the mission focus and the points modifier, as Pete says rarely do forces of similar strength meet! I believe these mechanics have been carried over into FWC which should make for some fun gaming experiences.


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 Post subject: Future War Commander
PostPosted: Sun Oct 12, 2008 6:11 pm 
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Not quite Fredster.
It has an added feature for 28mm skirmish.
The game itself is for 6mm/15mm.

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