Thoughts on a house rule

Graywinter

Mongoose
You guys are a pretty tough audience - if I posted a house rule would anyone care to help playtest it, or at least look it over and be constructive (Without ripping apart the need to have it)

I've been a wargamer for about 20 years and I have had really mixed experiences with asking for other folk's input - there is a segment of the hobby who love to argue everything from the exact color of a GI's socks to the game difference that 20 more rounds per minute would create.

Being fairly new around here - are house rules something that are welcomed, or do you roll your eyes when you see them? :roll:

Your thoughts?
 
I'd like them, I'm about to do the same thing as there are many things that don't quite work - the Fearless trait being one of them, it has no effect at all unless the shooter rolls exactly the number of hits as the target has models, which has been never in the several games I've had with my Para's.
 
Command Squad Special Rules

If you include a command squad in your army, you may purchase up 0-3 command upgrades for the unit. Unless stated, each option may be purchased multiple times. Each upgrade costs +50 points unless otherwise noted in the description.

Radio Operator: Allows you to employ the reserves rule to hold up to two units in reserve, even if the scenario does not allow it. You may only have one radio operator, and if he is killed you will be unable to bring your reserve units into the game and they count as destroyed. This upgrade only adds a radio to the soldier in the command squad; it does not add an additional soldier.

Medic: Adds one medic to your army. The medic shares the same profile as a soldier from the Command Section, with the Independent trait. As a reaction, the medic may allow one infantry model within 6” to reroll a failed armor save. Move the medic adjacent to the model that is going to reroll its save. If the save fails, remove the medic from the game as he carries the wounded model to an aid station. The medic is not well armed, usually carrying a pistol if anything. He may not take the shoot action although he may fight in close combat.

Tactics: This option allows you to redeploy one unit up to 12” away from its current position after both players have placed their army but before the game has begun. The new position may not be within the enemy’s deployment zone. If both players have tactics, the attacker must move his unit(s) first. In the case of an Engagement, the lower battle advantage moves his unit(s) first.

Command Support: This option allows you to purchase an additional Support Asset, which then becomes part of the Command Section for the remainder of the game. You must still pay the points cost for the asset.

Hands on Leadership: The Lieutenant (or equivalent) is known to get mud on his boots, joining his men in the fighting. The officer gains the independent trait, and may move to join other squads as needed. If he joins a unit, he becomes the new unit leader, allowing an out of command squad to return to command. When he leaves the command section, the other officer takes over. This trait may be purchased only once.

Inspiring (+100 points): The lieutenant is well liked by his men, and his presence inspires them to greater acts of courage. Any squad with a model within 6” of the lieutenant does not have to retreat when taking casualties, and may ignore the first suppression dice it sustains each turn.

Disciplined (+100 points): The lieutenant is a great motivator of men, and can get them up and moving even under the most horrific of enemy fire. By taking a ready action, the command squad may remove one suppression counter from each allied squad with a model within 6” of the lieutenant.

My Thoughts:
Some of these rules I added, admittedly, were because the people I play with all have the models and it's a shame to not be able to use them (Radio operators and medics, to name two) and they were prevalent in the genre.

Points costs are still up in the air, I'm trying to err on the side of caution here while giving some purpose to the command units (No real reason to take them as is, unless you want to buy artillery)

Still don't like mortars being able to shoot at just anything. The cheesy rule monger in me (developed from years of playing 40k) wants to take as many as I can and on the first turn try to whack the enemy mortar, then start after other units my opponent tries to hide. The omnipotent, God-like vantage point we have on the field really annoys me, and the lack of an observation rule just makes it worse. I keep trying to talk my friends into requiring a LoS be drawn from a friendly unit to the target point, but they like the rule as-is. So, I placed an order for 3 more mortar teams the other day and I'm going to pepper them with satellite guided smart bomb fire until they relent :P

Working on some other rules, but these should be a good start.
 
Graywinter said:
My Thoughts:
Some of these rules I added, admittedly, were because the people I play with all have the models and it's a shame to not be able to use them (Radio operators and medics, to name two) and they were prevalent in the genre.

Points costs are still up in the air, I'm trying to err on the side of caution here while giving some purpose to the command units (No real reason to take them as is, unless you want to buy artillery)

Hm, I thought command units were mandatory? I must have mis-read them. (If they aren't mandatory, I would make them that as a house rules except in certain scenarios...) As for radio operators, I would use the model if your command squad can call in artillery support (or a telephone operator if you have one).

Medics, yes, but he seems very um... waste of points? I've yet to see a game where medics function in a satisfying way.
 
No, command squads are not mandatory, they are 0-1. My first draft actually had the radio operator being required for bombardments, then I came up with what I posted. Upon reflection I like that idea better - having them represent the artillery option.

And the medic's cost is difficult to peg, since it is a gamble, in essence. You pay the points for a shot at a re rolled armor save. Fail it and the points are wasted, make it a time or two and they might pay off. Trouble is, when writing rules like this, you can't make it so good everyone will want it - if that's the case then you know a rule or piece of equipment is too good!

My logic in the points costs revolves around light and heavy artillery. I take heavy artillery quite a bit when we go 2,000 points and it can either a) turn the game around or b) resemble flushing 100 points down the toilet. It's a gamble, but one that I think is worth it.
 
Radio Op. I think some armies should have this option and effect like BFE, in which if alive with the commander can give an extra action to one unit per turn - 50pts

Medic. This means that the Medic needs a 6 to work and so will probably be immediately removed doing nothing. Maybe if he just allows a 4+ save to one model within 6" - 50pts

Tactics. Needs a better name but good.

Hands on Leadership. I think this should be allowed anyway and not as an add-on.

Inspiring. Don't think its worth 100pts. This basically gives a unit the Fearless trait which hardly ever has any effect.

Disciplined. Sounds good.
 
Hmm would that be unbalancing to grant an additional action? Does it take a ready action to do that?

Yeah medics are a tough one. They don't really fit in the scope of the game (not keeping up with wounds after the battle and all) but I thought this rule kind of represented a soldier having just a light wound that the medic tended to and the soldier was able to carry on instead of becoming ineffective. Most wounds took you out (hence the 6+ armor save) but you could get lucky, right? If you failed that re roll, the wound is indeed a bad one and the medic drags you off to the aid station.

Inspiring grants fearless to multiple units if they have a model within 6" of the Lt. In addition, they dont have to retreat when they take casualties. I like the fearless trait, as more than once my engineers have avoided being suppressed because of it. Maybe it isn't worth 100 points though, but certainly wirth more than 50. Maybe 75?
 
Played around with them a bit more, tweaking and such. We haven't used them yet but we're going to, as well as doing stats for some mid and early war vehicles that are available (Good ole WalPanzers from Classic Armor... $6.00 prepainted vehicles in perfect 1:48 scale)

Constructive feedback is welcome - I am making these for use in my gaming circle, not advocating rules changes ... the game plays fine as it is I just can't help myself from tinkering with things (You should see how we play D&D!)


Command Squad Advanced Rules

If you include a command squad in your army, you may purchase up 0-3 command upgrades for the unit. Unless stated, each option may be purchased multiple times. Each upgrade costs +50 points.

Radio Operator: Allows you to call in artillery. Having a radio operator shows your opponent that you have purchased supporting artillery. A single radio operator is included only with the first use of supporting artillery you purchase; any additional uses do not add more operators. If the radio operator is killed, then you may not call in any additional artillery.

Medic: Adds one medic to your army. The medic shares the same profile as a soldier from the Command Section, with the Independent trait. As a reaction to a shoot action, the medic may allow one infantry model within 6” to reroll a failed armor save that resulted from a shoot action taken by the enemy. Move the medic adjacent to the model that is going to reroll its save to indicate that he is tending to the soldier. The medic is not well armed, usually carrying a pistol if anything. He may not take the shoot action although he may fight in close combat if he is involved. Other than stated above, Medics may only react by moving.

Tactics: This option allows you to redeploy one unit up to 12” away from its current position after both players have placed their army but before the game has begun. The new position may not be within the enemy’s deployment zone. If both players have tactics, the attacker must move his unit(s) first. In the case of an Engagement, the lower battle advantage moves his unit(s) first.

Command Support: This option allows you to purchase an additional Support Asset, which then becomes part of the Command Section for the remainder of the game. You must still pay the points cost for the asset.

Hands on Leadership: The Lieutenant (or equivalent) is known to get mud on his boots, joining his men in the fighting. The officer gains the independent trait, and may move to join other squads as needed. If he joins a unit, he becomes the new unit leader, allowing an out of command squad to return to command. When he leaves the command section, the other officer takes over. This trait may be purchased only once.

Inspiring: The lieutenant is well liked by his men, and his presence inspires them to greater acts of courage. Any squad with a model within 6” of the lieutenant does not have to retreat when taking casualties, and is considered to have the Fearless trait.

Disciplined: The lieutenant is a great motivator of men, and can get them up and moving even under the most horrific of enemy fire. By taking a ready action, the command squad may remove one suppression counter from an allied squad with a model within 6” of the lieutenant.
 
I just read through all your ideas and must say that I really like them. They seem like they would add a bit of flavor to the command units, which seem to be either an extra AT unit or and artillery platform right now.

Radio Operator: Love it. Adds a cool model to the table and accomplishes WYSIWYG at the same time.

Medic: At first he seems underpowered, and then I think of a medic hanging out with a MMG in cover. Nice. I'd be interested to see if he's worth his full 50 points, right now it doesn't seem like it. Also, I wonder how stacking up on medics would work out. (3 medics patching up those machinegunners in cover)

Tactics: Very interesting, I would always take this one. It appeals to my playing style. I'm curious if allowing the re-deployment to move outside of the deployment zone makes it worth more than 50 points. (a king tiger 12" forward) I'd be tempted to keep it restricted to within the deployment zone to future-proof it against scenarios.

Command Support: This is brilliant. Enough said.

Hands on Leadership: Plenty of people want this in the actual game, looks good and seems fair for its price.

Disciplined: Why didn't anyone think of this sooner? I love it. This can really give your commander some personality (as can Hands on Leadership). It conjures up images of a hard-bitten paratrooper Lt. getting his men organized.

Let us know how they work out, post some after-action reports!
 
Graywinter said:
Hmm would that be unbalancing to grant an additional action? Does it take a ready action to do that?
The rule is in BFE its not unbalancing but was VERY powerful as it allowed tanks to move-shoot-hide. I don't think it required a Ready Action to give the order but that sounds like a good idea. It would certainly be a good way to give that bit of tactical superiority to those who deserve it, such as the Germans in the early war.
 
Back
Top