Home Forums Ambush Alley Games Force on Force Grenades

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  • #154691
    Avatar photomadman
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    Looking at their use mostly for attacking units which are out of LOS (say behind a building) or when used by grenade launchers, again at units outside of LOS.

    Are these covered in any of the supplements, if so please direct me.

    Has anyone worked up their own rules for them, again please post?

    Other thoughts so I have an idea of where and how to start would be appreciated. In FoF on using smoke grenades range is optimum maximum so that could apply to hand grenades. Need a range for rifle grenades and grenade launchers as well. Then comes effect, area of effect or one or two units? I came up with the thought but haven’t yet gotten into detailing it. Thank you in advance.

    #154701
    Avatar photomaggico
    Participant

    Buildings may only be destroyed by grenade launchers,….

    To perform a Building Destruction Test, the player attempting to destroy the building rolls the Firepower dice for the weapon he is using against the building and his opponent rolls the number and type of dice for the building type in the Building Strength Table.

    These two rules cover the use of grenades against building.

    There are no rules about use of grenades outside the standard round of fire. There are no ranges because is assumed that all the table is in range, for game in 15/20/28mm.

    #154702
    Avatar photomadman
    Participant

    Yea. I see it as a potential area which needs covering but just how and what effect I am trying to “correct” or cover for I am not sure. Basically you need LOS to attack. So it is against units out of sight. So they would either be harder to hit (no exact position) or would you shoot at any area an enemy may potentially occupy.

    That is why I am asking for ideas as my own thoughts can use some more clarification. Thank you all.

    #154735
    Avatar photomaggico
    Participant

    You can try declaring to throw a grenade over an obstacle (or whatever else), with a negative die shift (d6 instead of d8 and so on). With a roll of three or less, you fail. Optionally you can use a scatter die to see where the grenade go. I think that a radius of 3″ (AP:3), like light mortars is a good solution.

    #154740
    Avatar photomadman
    Participant

    Good stuff there maggico. I think using it as you have it would work for attacks against units out of LOS. How about if you fail with a roll of 1 with any die your team suffers one attack for every 1 rolled!

     

    Sorry I can’t find it right now but how does the AP:3 attack work? You roll 3D(?) hitting on your quality die value I assume. For off board artillery that is assumed to be D8 (found that much). So assuming my interpretation is correct combined with maggico’s ideas I propose the following.

    For Hand grenades attacking units out of LOS only (if in LOS they would use regular weapons); Maximum range is optimum.  The team using the hand grenades must number at least 3 functional figures. Since the target(s) are out of LOS you roll one troop quality die type lower (D6 cannot be reduced so D6 troops cannot utilize these rules).   Roll 3 dice for the attack. If the target is under 3″ away, then for every 1 rolled, one attack is made against the team. How does that sound? If the target is over 3″ away failures are ignored.

     

    I have also been thinking grenades could not be used against hidden units as there would be no intel at that level (and to keep them from getting too powerful and effective). However, grenade launchers could be used to attack hot spots. I have to read the rules on suppression as well as attacks (handle like on board mortars but without the need for LOS OR observers as Hot Spots should be suspect areas known to troops) to see how I would go about that.

    #154775
    Avatar photomaggico
    Participant

    Good stuff there maggico. I think using it as you have it would work for attacks against units out of LOS. How about if you fail with a roll of 1 with any die your team suffers one attack for every 1 rolled!

    Yeah, why not. It simulates that the grenade is throw back.

    AP:3 works on the assumption about what type of army you play. Regular (D8) or Irregular (D6).

    #154783
    Avatar photomadman
    Participant

    Good stuff there maggico. I think using it as you have it would work for attacks against units out of LOS. How about if you fail with a roll of 1 with any die your team suffers one attack for every 1 rolled!

    Yeah, why not. It simulates that the grenade is throw back. AP:3 works on the assumption about what type of army you play. Regular (D8) or Irregular (D6).

    The intent is not a grenade thrown back but one that might hit something and bounce back towards the person who threw it, hence the need to be over 3″ away.

    #154784
    Avatar photomadman
    Participant

    So rules for grenade launchers as separate items firing indirect from the rest of a teams direct fire weapons. Here grenade launchers cannot be used against hidden units or ones not in LOS of the team with the only exception being against Hot Spots.

     

    For attacking troops on or reinforcements who come in at that hot spot. Roll an attack as normal except reduce the troop quality die by one level. If the troop quality die would be reduced below D6 that unit cannot employ grenade launchers in indirect fire. So any troops presently within 3″ of the hot spot or any who arrive on it in the next game turn receive 3D attack for each grenade launcher employed. This attack remains until after the next check for reinforcements. If they arrive on this hot spot they are attacked.

    Also with the usual reduction of 2D you can suppress the hot spot with only a single 4+ die roll required to succeed. If the hot spot is suppressed NO REINFORCEMENTS may enter from that hot spot until a game turn without a successful suppression attack has occurred.

     

    I am sure automatic grenade launchers are in the game but I couldn’t find them in the base rules and am not checking everything for now. Treat as above except the number of dice would match what is published elsewhere. Please note the 2D reduction if suppression is attempted still applies.

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