WAW rule tweeks

I can't say for any certainty but in my gaming experience when you re-roll, you take the re-roll. Sometimes it's better, sometimes it's worse. If they way you were thinking was worded it would be something like "roll twice and take the worst result" but a re-roll always 'replaces' your roll.

Hope that helps. Like I say, I'm not official or gospel but that's how it's always been in the games I've played.
 
Tank Destroyer said:
example: If tank rolls a "9" on the first roll and makes the target score but not the kill score and then the second roll is a "10" which equals the kill score... which do I take. Is it the first roll, the last roll, or the highest roll.

(I actually had this happen against a Tiger I the other night)


TD
The second. When something is re-rolled, the first result is ignored.

But back on topic, I quite like your Take Cover rule there Agis. As I was pondering all the Tanks and AFVs in the game, it occurred to me that infantry should be difficult to shift out of cover, but they're really not in the rules as written.
 
Rabidchild:
But back on topic, I quite like your Take Cover rule there Agis. As I was pondering all the Tanks and AFVs in the game, it occurred to me that infantry should be difficult to shift out of cover, but they're really not in the rules as written.


This is something that we noticed in our first game - cover doesn't really provide much of an advantage to Infantry. On most tables the best they're going to get is +1 to kill and +1 to save but the basic to hit number is still 4+ - I'll look forward to trying out the cover mod suggested by Agis
 
Very nice, during the last couple of games I was wondering about the effectiveness of cover, not to mention whether to pay the extra points cost for upgrades such as IdZ or FIST. Now, however, I would definately pay the points cost to be able to downgrade light cover to just obscured, negating the effects of the "Take Cover" rule! :twisted:
 
hi all
we actually put the rules to work on the table tonight sept 3 and they worked pretty good we replaced no.6 ELITES with TAKE COVER and every one liked TAKE COVER better including me

no.1 definately stoped the why do I have to back up and reroll my shot problem and we took the second roll :D

no.2 lets you get your squads where you need them you just have to be careful

no.3 covered woods pretty good

no.4 really seemed to represent my U.S. infantry diving for cover as a falshirmjager mortar team finnaly landed their round in my corprals lap 7 men but I managed to save 3

no.5 no one took snipers only 1500 points maybe next time

no.6 take cover was cool it gave the infantry a way to dig in so to speak and the bolster elites idea made the falshirmjagers a tough nut to crack as well they should be

all in all it was very cool and lots of fun and every one in the store thought it was neat I encourage every one to try these tweeks out
cheers :D
 
1: MOVING AND SHOOTING WITH VEHICLES-if your second action is a shoot action or if your vehicle has made a track or wheeled special move you must reroll hits.

2:DOUBLE QUICK MOVEMENT-if your squad takes a ready action as the first action they may tripple their movement, they may not move into difficult terrain or benefit from cover.

3:FIGHTING WITHIN WOODS-when two enemy squads are within the same wooded area they may see each other and fire at or charge each other freely but use the reaction within cover rule if being charged. both squads are considered to be in cover provided by the woods(usually medium cover) once in hand to hand the cover values go away and the fight continues just like fighting within structures(pg.34 WAWrule book). when one unit is on the outside looking into the woods or one unit is inside looking out of the woods then use the size rule (pg.19WAW rule book).

4:DOUBLE SUPRESSION-anything listed as BAR,LMG,MMG,HMG,or ARTILLERY may double the dice after rolling damage for supression only.-thanks Agis

5:SNIPERS-snipers automatically supress any squad they score a casualty upon and if they take a ready action they may pick out their target.

6:ELITES(optional)- elite troops such as PARATROOPERS,COMANDOS,SS,FALSHIRMJAGERS and the like get to reroll armor saves when in cover in addition to their other skills.

1 - Didn't try it - basically just an issue with teaching the rules as printed and making sure players understand the rules.

2 - Tried it, I personally liked it but I think some might not like it because if they like bringing jeeps and small transport vehicles then this rule (due to the average 6 turn nature of the game and the size of the playing surface) pretty much makes them fairly redundant. Maybe as a scenario rule in games where you can't bring transports.

3 - We like this one! To simplify verbiage we just say area woods terrain functions like structures with wherever the Model is within its own Size of the edge, functioning as a firing point.

4 - Have not tried it. Like it in theory.

5 - Used a modified version. The first shot of the first sniper per side, per game only but definately not every single turn.

Effectively we gave snipers a "Single Use" token representing their "First Shot" of the game that once used by any sniper on a side, was gone for the rest of the game. The token suppressed the enemy unit with a successful casualty.

6 - Didn't try it. Tried "Take Cover" and liked Take Cover.
 
Wolfhound said:
2 - Tried it, I personally liked it but I think some might not like it because if they like bringing jeeps and small transport vehicles then this rule (due to the average 6 turn nature of the game and the size of the playing surface) pretty much makes them fairly redundant. Maybe as a scenario rule in games where you can't bring transports.
Let vehicles use it if they don't shoot?

Wolfhound said:
5 - Used a modified version. The first shot of the first sniper per side, per game only but definately not every single turn.

Effectively we gave snipers a "Single Use" token representing their "First Shot" of the game that once used by any sniper on a side, was gone for the rest of the game. The token suppressed the enemy unit with a successful casualty.
This is brilliant and easy to remember.
 
tried the "take cover" rule (was introducing a new player so didn't want to introduce too many experimental rules) and it seemed to make a real difference - haven't tried the elite's variant (it was russians vz Grenadiers and Volksgrenadiers!).

we both enjoyed the aircraf crash rules - well the russian player wasn't too happy when his Sturmovich shot down my FW190 which crashed into a T34 killing the tankovy desant and an nearby infantry squad, quickly followed by my wirbelwind shooting down the Sturmovich - which then crashed into the same T34!!! :lol: just have to work on him failing a few armour saves now... :roll:
 
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