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Messages - barry w

#1
Morning Martin, campaign system is the final one as no changes required so it's ready to go!
#2
Hi Martin,
Thanks to Jon for all the pictures and inserts and we have thoroughly enjoyed the games we have had a go at so far!
More than happy for the campaign system to go in the 15 Mil when ever you like and if you would like some extra bits I'm more than happy to send them over to you so you can have a look and use anything you like. I'll send the generator force over to you so you can see how it works just to give you an idea.
Regards
Barry
#3
Thanks Stewart - much appreciated.

Simon - I know and was in a hurry and it was the only thing that sprang to mind! Terrible isn't it and I hate it!

Regards
Barry
#4
The Company Rules (TCR) / Faction Special rules query
August 11, 2025, 02:48:38 PM
Hi to everyone,
Playing through the new version and enjoying the changes and the objective changes seems to be working well!
Just one clarification if you can please.
Precinct forces allow Blockers to comeback again after a removal if a 3,4,5 or 6 is rolled. Then ready for re-use. If during the Game set up, stage 11 allows blockers to be placed before the attacker arrives and if the attacker rolls 5 or 6 these are lost for the game (page 30) so can the Precinct player roll to see if they are ready for use again by rolling a 3,4,5,6 after the attacker has rolled 5 or 6 to remove them!
Hope that's not too complicated!
Regards
Barry
#5
The Men of Company B / Re: Firing in the Firebase
August 01, 2025, 12:45:04 PM
I think I'll just squint but keep the lights on!

I did make some illumination markers which I'll include with the photos when I get round to it!

Paint it Black is always great to play when playing a game!!
#6
The Men of Company B / Re: Firing in the Firebase
July 31, 2025, 06:57:42 PM
Hi Martin,

Much appreciated and spot on about those Raw troops suffering other problems!

I think I'm happy on what happens during shooting and as the Firebase is now completed I'm ready for a game to see what happens!

I'll have to send you a photo of the Firebase.

Thanks Martin and also to the other Martin.

Barry
#7
The Men of Company B / Re: Firing in the Firebase
July 31, 2025, 04:17:52 PM
And, of course, if you never select a Raw White Star force in the Firebase assault game the problem will never occur!

A nice simple answer!

Regards

Barry
#8
The Men of Company B / Re: Firing in the Firebase
July 31, 2025, 04:09:19 PM
Hi Martin,
Thanks for the reply and it does make sense. So have I got this right do you think?

A regular US unit is fired on by a NVA unit at short range (in a face square)
The US suffer a -1 on the save as they are fired at from short range but gain a +1 as every square is classed as "cover" so the save remains at the usual 4, 5, or 6.

Next game the White Star player selects Raw troops and gets two platoons, one of which will arrive on turn 12. One of the Raw units is fired on by a NVA unit at short range just like the above example. So the save is -1 again (short range OR raw - only one applies not both) but still gain the +1 for "cover" so remains at 4, 5, or 6 just like above so no disadvantage for being Raw.

The only time I can see Raw troops suffering a -1 is on a regular game when the firing is not at Short Range when the raw troops do then suffer a -1 for being Raw.

Am I interpreting this all wrong?? My brain hurts!

Barry
#9
The Men of Company B / Firing in the Firebase
July 31, 2025, 11:25:48 AM
Morning to the collective!
Had several games of MOCB and all went very well indeed. It's now my first dabble into the Firebase attack and would like a clarifications concerning firing.

All shooting limited to short range. Does that also mean the save is -1 due to short range or that this doesn't apply due to the poor visibility? If it still applies then there is no other disadvantage to raw troops as the modifier states "Target is raw or at short range". Artillery firing would give a -1 save if raw troops as artillery fire doesn't count as short range but it's the small arms firing I'm curious about.
Thanks again
Barry
#10
The Men of Company B / Re: Sniper Range
July 27, 2025, 06:23:05 PM
Better safe than sorry!
#11
The Men of Company B / Re: Sniper Range
July 27, 2025, 06:04:33 PM
Thanks Martin.
Hope the proof reader is still ok Simon!
#12
The Men of Company B / Sniper Range
July 26, 2025, 09:21:36 PM
Evening gents,
A quick rule question if you don't mind.
What is the range of a sniper when firing? I thought it was 3 squares including 1 diagonal square as per page 32 when describing the method of how they operate but page 15 Shooting Arcs give snipers a range of 4 squares including 1 diagonal.
So is it 3 or 4?
Thanks
Barry
#13
Afternoon to the collective.

Nice to have version Z and looking good!

Had a read through and a couple of observations/comments.

Version Z
1. Page 6 Terms – Proximity . "This is synonym for short ramge"  change to "This is synonym for short range"

2. Page 17 - Objectives giving cover
•   Objectives do give cover.
Cover is not mentioned anywhere in the rules but assume that any base firing at a base in an objective square does not get the +1 for target in open.
But on Page 37 - Shooting method
Not in scenery. In the open. Only target is considered. Objectives do not create cover.

So Page 17 states Objectives give cover but Page 37 states they do not!

3. Page 23 – Skim Grid – who is attacking.
"Auxiliaries and deposited near the "incident" by transports." Change to "Auxiliaries are deposited near the "incident" by transports."

4. Page 29 – Game set up sequence
8 – Position Turrets. States that 4 turrets are placed. Reduce to 3 turrets.

5. Page 30 – Turn sequence, Change Stand Down to Extra Damage.

6. Page 31 – Activity. Change Stand Down to Extra Damage.

7. Page 37 under shooting.
Two doubles = two hits (separate translations and deflections applied). Change to
Two doubles = two hits (separate gambles and deflections applied).

8. Page 45 – Terminus.
The notes under killed legionary bases need to be moved to notes under killed Auxiliary and Creeper bases.

9. Battlesheet Z Playsheet. Set up – point 8. Reduce turrets to 3.

10. Company Rules Playsheet Z – Back page. Objectives Damage. If a 3 is rolled it gives 1 immobilised. Can bases have more than one immobilised marker or should the 1 be removed?

Creeper clarification questions.
1. Can Creepers use gambles to convert hits to kills or immobilisation?

2. Creepers must start the game with exactly 7 packs as per page 46. I roll for bases and end up with 18 bases. The Creepers are defending and roll for off table bases as per page 46

•   Creeper defender "off table bases" D6 total is the same as applied to other forces.

18D6 less 2 D6 as Creepers are auxiliary and due to poor rolling I end up with 10 bases off table and only 6 bases left. I cannot make up 7 packs only 6 packs with one base per pack. Does this mean only 6 packs for the game and the Creeper opponent already has 2 points for eliminating a pack?

Look forward to the comments!

Regards
Barry
#14
The Company Rules (TCR) / Skim rewards
July 05, 2025, 09:48:14 AM
Morning everyone,
A question for the collective mind!
The skim rewards for attacking at high level gives two advantages.
1. Add 3 to all attacker movement rolls in the first turn.
2. Ignore all scenery exit rolls (except horror)
Question is Does point 2 advantage apply for the whole game or first turn only (like all the other advantages)
It's a big advantage if it applies for the whole game.
Thanks
Barry
#15
Thanks Martin.
Looking forward to version X!
Regards
Barry