mgs and artillery suppression

non com

Mongoose
I was wondering does artillery and MG fire suppress the target unit ,when we play MGs and mortars they never seem to suppress any one with the 3" blast area for mortars we only seem to hit only 1 or 3 models at the most and with a MG the most dice we seem to get is 3xd6+1 even though they get a 6" fire zone I would think that when the mortar rounds start falling or the MGs open up men would dive for cover I know I would or maybe I just missed it in the rules thanx
 
You missed nothing, suppression is very hard to achieve under the current rules. With the 3" FZ for most weapons it is almost impossible to allocate enough Dice on a big, spread out enemy squad. Even MGs can't solve this on big enemy squads. Small enemy units are however very vulnerable to suppression...

If you want a more prominent role of suppression in your games, feel free to try the following trait that was discarded very late during the writing of WaW:
Double Suppression
This weapon trait applies mostly to Machineguns. A similar morale-devastating effect was also achieved when using flamethrowers.
Every Damage Dice the weapon with the trait rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one.

Example: A US Infantry HMG Support Team is shooting from 30” at a German Grenadier Fire Team (full 5 man) that is in the open (no obscure-ment, no cover). Since the M3 SMG and the Garand rifle are out of range only the M1919A6 is shooting. The US player rolls 4 dice and comes up with 2, 3, 4 and 5.
All damage dice are allocated since no die came up as a 1. Since every damage dice counts as two for suppression, the German unit is suppressed and loses its next two actions. In addition one Grenadier is removed (5+1 = kill score) and 2 Grenadiers have to roll equal or greater then their Save score to survive.

The following weapons of the Battlefield Evolution: World at War rulebook gain the Double Suppression trait:

British Armoury
• Bren LMG
• Flamethrower
• Vickers MMG
British Vehicle Armoury
• Browning .50 cal MG
• Heavy Flamethrower
• MG
• Pintle MG

German Armoury
• FG-42 LMG
• Flammenwerfer-41
• MG-42 MMG
• MG-42 LMG
German Vehicle Armoury
• Heavy Flamethrower
• MG
• Pintle MG

Soviet Armoury
• DP LMG
• Flamethrower
• Maxim HMG
Soviet Vehicle Armoury
• MG
• Pintle MG

US Armoury
• M1918 BAR
• M2 .50 Cal HMG
• M1919A6
• M2-2 Flamethrower
US Vehicle Armoury
• Browning .50 cal MG
• MG
• Pintle MG
 
that is ok for the MGs but how about artillery rounds my troops still stand and snicker when the bombs are going off I was thinking that if a hit is scored on a model with a MG or an explosive round it automatically suppresses the unit only adding one suppresed counter since I've purchased both sets of the GF9 counters
 
non com said:
that is ok for the MGs but how about artillery rounds my troops still stand and snicker when the bombs are going off I was thinking that if a hit is scored on a model with a MG or an explosive round it automatically suppresses the unit only adding one suppresed counter since I've purchased both sets of the GF9 counters

If you like the double suppression trait just apply it to light and heavy artillery plus any Mortar fire.
 
Non Com's Germans just snicker because my GI's like to drop Nerf rounds... I tell you - I have the worst luck with mortars lately.

"Zee Yanks have uz zerod in! Incoming!" ~B O I N G ~

"Oh Zat was ze close one! More of zem funny rubber things!"
 
Rabidchild said:
I'd also like to see it applied to infiltrating units when they're first revealed. Ambush!

I have to differ, the Ambush special rule is IMO hard enough as it is...
 
How about suppression from snipers? It's impossible to suppress with these guy's but one of their main ability's is to pin a unit down.
 
I'd just have them apply a suppression counter each time they hit. Gotta be careful though, at 50 points that's a powerful ability.
 
Have the sniper suppress automatically on the first shot in the game.
On subsequent shots, he suppresses on a 4+. Once a roll is missed, the element of surprise is lost.
 
We used a variant on suppression rules in our game tonight. Artillery and Snipers would auto suppress if they hit, MG's doubled dice for suppression. The rules worked really well and we actually got to use some suppression counters! I think we'll be using them from now on.

Also, vehicles that used special movement had to reroll their hits, while moving normally did not force a reroll. Also, worked very well.

Didn't use airplanes, cause the air phase and aircraft in general is messy until the new book comes out.

Had a good game.
 
yes the double suppression dice rule shouldn't have been taken out it worked quite well, and having artillery ie mortars and nebelwerfers suppressing when they score a hit worked it really represented how troops would hit the dirt when the booming starts and and having snipers able to pin down troops was very realistic
all in all it made for an entertaining game
cheers
 
Graywinter said:
We used a variant on suppression rules in our game tonight. Artillery and Snipers would auto suppress if they hit, MG's doubled dice for suppression. The rules worked really well and we actually got to use some suppression counters! I think we'll be using them from now on.

Also, vehicles that used special movement had to reroll their hits, while moving normally did not force a reroll. Also, worked very well.

Didn't use airplanes, cause the air phase and aircraft in general is messy until the new book comes out.

Had a good game.

Good! Sounds like fun.
And exactly the kind of action I would recommend - you do not like a rule - change it! It is your game after all. :D
 
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