Fire and Fury Games
We give history a second chance.
This idea was discussed in a long forum thread where people complained about the "double-tap" that a defending unit gets
the first time it fires. Defenders get an ambush fire and then get to follow it up in the next offensive fire phase. To a certain
extent this was intentional, as we wanted to give the defender an advantage. Stationary defenders get two shots in a turn (defensive and
offensive) while moving attackers get only one (defensive). However, the double-tap may be too much of an advangtage. It was
suggested by Mark Middleton and others that we extend the overwatch rules (which in the basic rules require the overwatching unit
to remain stationary), to allow units to move one movement action and then go into overwatch, essentially mirroring a short-halt.
The effects of these rules have not been determined, and they may give the attacker too much of an advantage. However, feel free to
try them out, and modify them as desired.
- A unit which would qualify to perform Overwatch (p.34 of the rulebook) and has two available movement actions,
may elect to perform "Moving Overwatch" (MO) instead.
- Units wishing to perform MO must declare this intent at the beginning of their move.
- Units performing MO may move one cross-country movement and then go into overwatch at their final position.
- MO is considered equivalent to rapid advance for spotting and the purpose of triggering opportunity fire. Units performing
MO are down 1 on their spotting attempts. Also, if a unit performing MO is fired at by opportunity fire and suffers any result other
than "No Effect", it completes its movement but may NOT go into Overwatch.
- Units which successfully go into Overwatch while performing MO may then fire in the Overwatch phase of the turn, subject to
the limitations on overwatch fire.
While the MO rule dovetails nicely into the sequence of play, it is unclear at this point whether this rule will unbalance the game too much in favor of the attacker, as it upsets the
"shoot or move" decision that is now critical to BF games. While modern vehicles with gun stabilization can
fire on the move, it may be too much of an advantage for units of the WW2 era. Here are some ideas for modifying the rule that can be used to mitigate
- Apply a negative modifier to MO fire, possibly dependent on unit type. For example, fixed gun assault guns might get a -3,
non-stabilized turreted vehicles (you will need to do the research) and infantry a -2, stabilized turreted vehicles a -1,
with modern tanks having no modifier.
- Restrict the ability to perform MO to certain types of units, primarily turreted vehicles. For example, infantry heavy weapons
(HMG) and Guns might not be allowed to use MO.
- Restrict movement allowed when using MO to 1/2 of regular cross-country movement.
Try these out and let us know how they work.
This page was last updated on 10/28/2013 at 08:57AM