by Dean N. Essig
The following are the roughed-out changes for the 3rd Edition TCS rules which will first appear in the Matinikau game next fall. I encourage you to give these rules a shot with any TCS game (except FEW since the Modern Expansion won't necessarily work with these changes in place.) Let me know what you think and all feedback will be appreciated! 1. Single Stack Overwatch.When a non-phasing unit fires overwatch and a phasing unit has an LOS to the firing unit's hex. If the identified stack has overwatch marked units in it, roll one die for the stack. 1) Firers which can "self-observe", on a 5 or 6, can fire. 2) Firers which cannot "self-observe" (mortars using a spotter, say), on a 6, can fire. Otherwise they cannot.Rollonly once for the stack. Note: Overwatch marking is ALWAYS a property of the stack. If any one unit in a stack fires, the STACK is marked.
In the place of all the spotting round and old adjustment rules, use the following:
1) Identify the observer unit and the exact target hex for the mission.
2) Each mission has an adjustment point. Place the adjustment point in the same manner as in the old designation round (one die for direction, one for distance, rotate as needed)
OR directly on a TRP (if a TRP is being used). This point has no attack value and only exists as a reference point for the accuracy of the fire mission.
3) Determine whether the observer has a clear LOS to the adjustment point and the distance (in hexes) from the adjustment point to the target hex.
4) Roll on the Adjustment Table (below) to determine if the mission adjust fire successfully. If it fails, the mission automatically checks fire and its ammunition is returned to the player's ammo pool. If the mission passes the adjustment check, it must fire for effect on the identified target hex and cannot be later cancelled. Use the same table at night as in the day, given that no LOS can be tracedpast the night limit, unless it is into a lighted zone.
Roll # or more on two dice to pass. "np" means successful adjustment is not possible.
Fire for effects are done using "Effective Sheafs" (EFSs) which represent the expected number of group hits assuming a few errant rounds per set of tube fires. Each EFS contains about three to five rounds.
Generated by differing Numbers of Tubes and Battery Fires (BFs)
Handle ammunition normally (in terms of battery fires, etc.).
Each EFS generates one smoke marker after attack resolution.
Place EFSs out using Linear, Converged, or Open type target patterns (see Patterns below) by rolling for each EFS.
Resolve attacks after placing all EFSs from a given mission.
Calculate EFS's the same way-each EFS makes one smoke marker-and no HE attack.
An Illum mission always consists of one battery fire and generates one Illum hex and lighted zone. The same battery may fire multiple illum missions (each generating one such
hex), but a battery may not place several illums by firing more than one banery fire in a single illum mission. The purpose is that, in mission alternation, the player will have to trade with his opponent before he can use the illum he fired in a mission.
Each illum EFS hex requires the same amount of ammo as a regular EFS does (one to three battery fires, depending on banery size), the individual illum "round" stuff is dead.
Place Illum EFSs in any desired hex, just like mortar fired smoke.
The player may re-fire a mission fired the turn before using the same FFE hex without having to through the adjustment point sequence. The continuation mission must be fired by the same battery which fired in the mission the turn before, but the player may freely vary the number of battery fires or types of rounds as desired. Batteries with called fire delays cannot execute continuation missions.
Players are much more restricted in their ability to check or cancel fire missions. The following explains how it now works:
Rocket fires are done directly on their initial adjustment point (no adjustment required or allowed). TRPs have no effect on rocket fires. Game rules must specify for each rocket barrage type in that game the following: A) an inner fires zone, B) an outer fires zone, C) the fire strength applied to each target hex for each zone. 50% of all rockets land in the inner zone, 50% in the outer zone.
The two zones are expressed as distances from the adjustment point. Firepower available is evenly distributed over the number of hexes in the zone. Attacks are executed against all potential targets in each zone based on that zone' s per hex firepower. The inner zone gets one smoke marker per hex, the outer zone gets no smoke at all.
Depending on battery size, a given battery may be able to fire differing numbers of BFs in a single turn. These rates of fire are:
Only when an EFS (or more) or a mortar platoon fires on a hex does the table get used (never for spotting rounds). Roll once per mortar fire orEFS vs each target. (NOT
individual rounds like now).
Use only the current "Mortar" roll for both mortars and EFS hits, rolling once per target in either case. A multifire chart will be provided to lessen the number of rolls needed.
On map artillery which fires in a direct fire mode may not conduct regular artillery missions in the following turn-the entire battery may not do so if even one of the tubes is engaged in direct fire. Likewise, any on-map battery which fires indirect fire in a turn, cannot conduct direct fire in the same turn. Note: Artillery cannot fire smoke in a direct fire mode
smoke must be fired as an indirect fire mission.
Area Fires: At the cost of one battery fire, each tube may fire one EFS direct fire at a target in the tube's LOS. The EFS automatically hits the targethex and combine all the direct fire EFSs hitting the target before determining the result. Firepower of the EFS is 1/2 the normal EFS value and it has the normal range effects applied. Each tube cannot fire more than one EFS in direct fire mode.
Point Fires: Same as above, but make one point fire attack per EFS on one target in the target hex. The point fire attack value of the EFS is the firepower value of the EFS divided
by 10. If any area targets are also in the hex, they are attacked by the EFSs as above (and not ignored as in regular point fires).
Direct fire artillery never generates smoke.
Linear directions must be plotted with the fire mission during the Called Fire Phase, directions are not determined at the moment of fire.
Converged:
One Die for distance, one for direction, if adjacent. Roll for each EFS.
Open: One Die for distance, one for direction, scatter rotate roll if needed. Roll for each EFS.
Linear:
Designate orientation of pattern at the time the mission is called. Roll two dice. Red die determines if EFS is in the pattern, or out of it. Oe a 6, the EFS is out of the pattern-any
other result and the EFS is placed in the pattern. The white die determines the exact hex of placement as per the diagram and the recorded orientation. No scatter rotation is done at all in a linear pattern.
(See diagram at right for the Linear pattern die rolls.)
Vehicle and carrier units may, at a cost of 1/2 their MA, switch modes during the Action Phase. Vehicles or carriers which are overwatch marked expend an additional 4 MPs to remove their marker.
Three different types of AA weapons: Light, Medium, and Heavy.
AA Table (roll once for each aircraft)
Aircraft usage is done on the basis of runs. If a run gets aborted, remaining runs may still occur. Each run gets AckAcked separately.
Players can't look at enemy stacks except to see the top unit or marker. The enemy player must correctly answer when questioned by the other player about target types in the
hex-Area? Point? and so on.
STACKING: Themax limiton the number of vehicles and/or carriers which can be placed into one hex at the end of the Action Phase (and at the instant of an overrun, counting both
sides separately) is five. Any number of infantry or weapons
units may stack in any hex apart or in conjunction with the
vehicle/carrier limit.
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