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Post a Comment On: Fawcett Avenue Conscripts

"Future War Commander 15mm Sci-Fi Battle Report"

6 Comments -

1 – 6 of 6
Blogger MFraser said...

You can't complain too much....but you just did. ;)

Didn't we come up with something to help deal with that machine gun 125mm from that cold war commander game?

August 10, 2011 at 3:11 PM

Blogger Dallas said...

I think we limited it to two activations. Another idea would be to impose an extra -1 Ld penalty for subsequent activations, and/or give a chance of running low on ammo and not being able to do multiple shoot actions for the rest of the game.

August 10, 2011 at 3:17 PM

Blogger Greg B said...

Ah yes - I remember the "gatling" 125mm cannons on the T-90s.

I think the reaction fire abilities are one way to moderate a bit of this silliness, but yes - it can be lame...

August 10, 2011 at 4:14 PM

Blogger Unknown said...

I have to say I just found your blog and it's great to see people posting FWC reports. Stunning minis, by the way, both of you. In terms of gripes with the system will you let me - humbly - disagree?
Reading your report I feel you made some inherent bad choices, brother. Opportunity fire is a one-shot fire option (at -1, btw) and I think that's what you have a gripe with. That leaving your troops out in the open leaves them susceptible to the enemy opening up and mopping them into history in a flash? Well sorry, mate...but what would YOU do? This is a WARgame, you'll agree. Had you positioned yourself in cover by the time your opponent's turn came about you wouldn't have suffered three or four rounds of shooting. You stay in cover, if and when when you do come out your opponent gets a SINGLE opp fire phase at you at -1. If you screw up he still starts his phase at -1 (so the 10LD you mentioned drops to 9 and so forth)
That said, sometimes, things just go pear shaped and that's as good as it gets.
I enjoyed reading this report and look forward to more, and hope you read my post as what it's meant - loving constructive criticism of how you PUT yourself in a bad spot and paid the consequences. Next time...duck!
LOL!
Ciao!
S.

March 24, 2012 at 6:02 AM

Blogger Dallas said...

Thanks for the comment, Comrade! Thinking back, it's not the op fire we were concerned with... it was multiple fires in a unit's own turn. Whether the target is in cover or not, this can lead to really unpleasant results. Fine to say "you should always be in cover at the end of your turn" but you know as well as I that this is not always feasible, due to table layout, scenario objectives, etc. Fire and movement/ moving by bounds can't save you against the hot dice, and in this particular game my command rolls were so dire that there was not much that could've saved me... perhaps it's not to everyone's taste, but the limits we've placed on firing make sense to us, whether explained by low ammo, target obscuration by smoke/dust, etc. It makes a more enjoyable game and that's our prime goal.

March 24, 2012 at 8:20 AM

Anonymous warlordpaul said...

Hi, I too stumbled across you by accident. I play loads of BKC, CWC and FWC so was happy to see your report, many thanks for posting it. If you will indulge me I will just say having read your gripes (been there BTW) in my experience 2000 point games are too small, you end up feeling like the dice decide what happens all the time. We play 4000-6000 and finish in 3 hours with great results. Also, we pile on more terrain (from Old Crow) and limit artillery with gentlemen's agreements.

April 4, 2012 at 5:09 PM

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