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BX
Apr 6, 2016 6:22:30 GMT
Post by Ritterkrieg on Apr 6, 2016 6:22:30 GMT
Hey All.
Looking at changing the BX process to remove the permanent BX status for a weapon that has rolled a '6' on a d6 when attempting repair. This will essentially change the breakdown to more of an out of ammo or jam that can be fixed eventually and reduce the occurrence's of BX of important assets that can really swing a scenario.
Instead, allowing for additional repair rolls, each costing 1/2 AP and the players his Impulse.
Example:
A Panther rolls a '12' during a Combat Impulse To-Hit. It is marked as BX. This ends the Combat Impulse. Panther still has 1/2 AP remaining.
Enemy player conducts his Impulse.
In the following Impulse, the Panther elects to attempt repair costing 1/2 AP. (1-3 on a d6) Player rolls a 6. This is a fail and gun is still BX. Panther is marked as Spent.
During the Repair Phase, the Panther again attempts Repair, only this cost nothing as it is in the Repair Phase.
In the Panthers first Impulse, it again attempts repair, rolling a 2 on a d6. The BX status is removed and the unit is marked as 'Fired' (spent 1/2 AP on Repair).
The following Impulse, the Panther may use the main gun normally or move but has only 1/2 AP.
Your Thoughts?
Troy
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BX
Jun 9, 2016 18:36:35 GMT
Post by Ritterkrieg on Jun 9, 2016 18:36:35 GMT
BX Revisited...
Rules for this modification have now been included in the Rules.
In order to smooth out play and avoid confusion, the REPAIR Phase has been renamed the PREPARATION Phase.
The act of Repair of BX weapons is now an Impulse (combat) and costs 1/2 AP.
You may conduct two in a turn.
Repair numbers are dependant on BX numbers.
Rules modified below:
1.0 PREPARATION PHASE: Remove all Dispersed Smoke, Fired, Moved, Spent and Suppressed markers. Convert all Smoke to Dispersed Smoke. Squads may Deploy or Recombine if within ½ inch of each other. Scouts may be created. Broken units 6+ inches from enemy units may attempt to Rally. Bogged vehicles may attempt removal. 3.5 REPAIR IMPULSE: Some poorly designed WWII-era weapons were prone to jamming or breaking under normal combat conditions. Due to poor ammunition, some weapons would misfire. Others simply didn’t have enough ammunition for prolonged engagements. Even well designed weapons occasionally broke down. Weapons that have suffered a Breakdown may attempt to repair by first declaring a Repair Impulse during the Impulse Phase.
3.5.1 Weapon Breakdown (BX#): Weapon Breakdown represents either a jam, misfire or a low ammunition situation that a weapon experiences. This is not permanent (exception: Infantry Flamethrowers) but weapons many not fire until repaired. Repairing represents either clearing a jam, reloading or re-supplying a weapon. Anytime an unmodified ‘12’ is rolled with 2D6 during any To-Hit roll or two consecutive 6’s are rolled during an MG Combat Impulse or Mortar To-Hit roll, Weapon Breakdown (BX) has occurred. Some weapon BX# are lower and will be so noted on the unit card in the form BX11+ or BX10+ for Ordnance and BX 6, 5+ or BX 6, 4+ for MG/Mortar.
3.5.2 Repair: A weapon that is currently BX may attempt to repair by first declaring a Repair Impulse. In order to declare a Repair Impulse, the weapon must currently be crewed. A Repair Impulse cost the weapon’s crew team ½ its total AP for the turn. If successful, the BX status is removed and the weapon may function as normal in a future Impulse. If the attempt fails, the crew is marked as Fired and the initiative passes to the enemy player. The crew may declare an additional Repair Impulse in the current turn (in a future Impulse) if it still has remaining AP.
3.5.3 Repair Roll: In order to Repair, a crew must roll its’ Repair number with a d6 according to the following chart:
(16) WEAPON REPAIR
Weapon BX# | D6 Repair Number | 12 or 6,6 | 1-3 | 11 or 6,5+ | 1-2 | 10 or 6,4+ | 1 |
5.3.11 Infantry Flamethrowers (IFT): IFT differ from Vehicle Flamethrowers in that Infantry types all have a maximum range of 1 inch and a Breakdown of BX 6, 4+. If BX, a IFT team may not Repair and is instead removed. IFTs’ ROF may be directed at separate targets. IFT can be used against Infantry and vehicles. Refer to IFT card for To-Kill#s.
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BX
Aug 17, 2016 2:45:06 GMT
Post by Ritterkrieg on Aug 17, 2016 2:45:06 GMT
After playtesting increasing the chance of repairing to:
(16) WEAPON REPAIR BX
12 or 6 | d6 roll 1-5 | 11 or 6,5+ | d6 roll 1-4 | 10 or 6,4+ | d6 roll 1-3 |
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