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Future War Commander

 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 4:22 pm 
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The Downloads page for FWC now has a PDF that lists the "suggested" miniatures for the Epic inspired army lists

http://www.specialist-military-publishi ... ...lt.aspx

BTW the Cybernetic race are actually the Tau and not the Necrons.

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 4:29 pm 
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Super, I was 99% there already, just hadn't realised the siegers were mixed in with the normal guard.


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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 4:52 pm 
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Quote: (Mephiston @ 10 Oct. 2008, 08:29 )

Super, I was 99% there already, just hadn't realised the siegers were mixed in with the normal guard.

That is why the list is so darned long :-)

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 4:57 pm 
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Quote: (The_Real_Chris @ 10 Oct. 2008, 10:44 )

By what criteria though (and this is moving off topic - any suggestions to the thread in question).

In alphabethical order, colour coded for size of range.  :whistle:

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 5:02 pm 
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Anyone played a game yet?


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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 5:16 pm 
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There does seem to be manufactures not there that are ont he credits page.

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 5:17 pm 
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Quote: (Fredster4050 @ 10 Oct. 2008, 17:02 )

Anyone played a game yet?

No, but I do like the look of some of the scenarios that are in the book.


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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 5:23 pm 
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Quote: (Fredster4050 @ 10 Oct. 2008, 09:02 )

Anyone played a game yet?

Yes. Several

Fun game but it will take some time to get out of the Epic mindset and look at using your units in actual combined tactics operations instead of masses of similar troops.

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 5:28 pm 
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That's sounds very good ! In my mind that's the way the game mechanics should be ....

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 6:20 pm 
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Close Combat is wildly different as well. You need to make sure that you suppress your targets either prior to or during the assault so that the amount of return fire during your approach is limited.

Off table artillery changes the game dramatically as does smoke.

I am looking forward to Chaos Daemons coming out from walls of smoke :-)

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 Post subject: Future War Commander
PostPosted: Fri Oct 10, 2008 7:19 pm 
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Sounds very reasonable ...

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 Post subject: Future War Commander
PostPosted: Sat Oct 11, 2008 8:32 am 
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Quote: (pixelgeek @ 10 Oct. 2008, 18:20 )

Off table artillery changes the game dramatically as does smoke.

I am looking forward to Chaos Daemons coming out from walls of smoke :-)

So I take it that it doesn't handle smoke realistically/how it's actually used?  Pretty much every person I've talked to with military training says that smoke attracts fire.  Did in WW2, has for the last 50+ years.  Throw smoke down and people shoot into it.  When units actually throw smoke, they usually head in another direction and going through the area blocked by smoke is suicidal-- people are strafing it, shooting mortars/artillery into it and stuff like that.  I don't think I've seen a wargame yet (save for some very stodgy historical coldwar stuff) that doesn't treat smoke as some sort of invincible wall of LOS blocking.  Though I guess there's little in the way of options when you don't have rules to cover saturating an area with shooting.

Although, smoke is also used (the large artillery delivered kind) as a means of obscuring an area for later.  A pass that needs to be crossed further into the operation can have smoke put down to block it.  It attracts all sorts of fire and the enemy might try to get recon around behind it to spot for artillery, but once that dies down, armour and apcs/ifvs might gun balls to the wall across the area.  Though that's still considered an incredibly risky thing as one hidden spotter and artillery will fall.  And it's certainly something you can't do if you don't have air superiority as recon craft can totally ruin your day.

EDIT:  Another historical use of smoke was to blind a specific target.  For example, before sherman tanks were upgunned, their 75mm guns had a hard time with some targets.  So some tankers kept a smoke round in their main guns as their first shot.  If they shot at something, the smoke round would smack up against armour they couldn't penetrate anyway and blind it to everything.

Yet another use was to put up a quick screen on an already suppressed enemy before getting in really, really close.  The enemy in this case would already be surpressed but it was just extra insurance to stop any last resistance from finding a target.  But this is close and man to man.

Similarly, infantry have been recorded to throw smoke at a tank they were about to assault.

I don't think there's much to document any sort of effective use of setting up walls that block the enemy's ability to shoot you right away.  But putting it directly on the enemy or to misdirect where you might go is another matter.  Signally was also a common use of the stuff.  As well as setting up a smoke screen to attract attention and to wait for the most opportune time to cross an area.

The other way it has been used is in massive quantities.  Supposedly the Soviets made a smoke screen almost 30km/18 miles long during a river crossing (to hide exactly where they were crossing from defenders and the air).

Too many games make smoke plunk down and make everything behind it untargetable by direct fire weapons like it was a forcefield or something.  Most others just abstract it's effects into the rules for assaulting in close.  I think I've only seen 1 or 2 cold war era modern rules that use it in combination with area saturation fire and spotting rules.  But that gets messy.





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 Post subject: Future War Commander
PostPosted: Sat Oct 11, 2008 2:37 pm 
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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?

Or how actual Chaos Daemons are used either

:p

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 Post subject: Future War Commander
PostPosted: Sat Oct 11, 2008 7:09 pm 
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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




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 Post subject: Future War Commander
PostPosted: Sat Oct 11, 2008 10:52 pm 
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Hi!

I received my book yesterday and read through it...

..primarch is VERY pleased with this book and rules.

I will sit down and play this game and after I feel I have a good grasp of the rules, I will make full epic lists for these rules. I'll add whatever is missing to contribute "fluff" to the lists.

I will use what is in the books as a base and work from there.

As time permits, I'll post ideas and such for discussion as the document takes shape.

Primarch

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