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Author Page 1 
superscribe
United Kingdom
Joined 13/06/10
Last Visit 17/08/18
22 Posts
Posted on 08 September 2016 at 00:03:41 GMT
I saw the post at http://www.coldwar-commander.com/Content/F... regarding helicopters and totally agree that they need to remain on table in direct support of ground forces.

I have amalgamated the rules discussed in the previous post as shown below, with a few tweaks but have also added refuelling as I believe if helicopters were allowed to stay on the table indefinitely it wouldn't be realistic. Their return to the table depends on a dice throw.

What do others think please? Has anyone played helicopters in this way?

**UPDATED HELICOPTER HOUSE RULES**

Air superiority rule applies.

Helicopter attacks may not be scheduled.

All helicopters enter the table using mobile or flank deployment. They may move up to 100cm per action. If carrying HQ/FAC/FAO move as Command unit (move up to 100cm).

Attack or transport helicopter must be ordered by CO or HQ command (which can be airborne or on the ground). They may not be ordered by an FAO or FAC.

Helicopters may be grouped together in to formations but may not be grouped with non-helicopter units.

Attack helicopters - no range modifier for command.
Transport helicopters – normal command range modifiers apply (group them with an airborne HQ to minimise command distance penalties).

Helicopters may be ordered to move, land/takeoff, load/unload troops, fire or perform a pop-up attack by CO or HQ.

Routes to be clearly defined by owning player so enemy can opportunity AA fire if they wish.

Helicopters fly at low level and are below the height of high area terrain or smoke.

Helicopters can use opportunity fire and can be attacked by enemy opportunity fire; they take hits and suppression as normal.

Helicopters attack using air support rules (similar to FAC calling fixed wing air support, i.e. test for deviation, 10cm template, choose to attack all targets under template or concentrate on single target). Attack helicopters may use Attack Value and ATGW value in one action but may only carry out one ATGW attack per turn. However ATGW attack can only be used against a SINGLE target under the template - do not double up ATGW attack value for concentrated fire.

**Refuelling**

Helicopters may stay on table for maximum 4 game turns and must then be removed. They must refuel for 1 x D3 +1 game turns (i.e. 2 to 4 turns) before they can return to the table.

Helicopters return to the table using flank or mobile deployment

**Pop-Up Attacks**

A pop-up attack from behind terrain or smoke is one action and consists of rising, firing, and then dropping down again.

Enemy opportunity fire is performed before the helicopter fires.

Pop-up attack suffers a -1 penalty. Enemy AA attacks v pop-up helicopter suffer -1 if high level terrain is between AA firer and target helicopter.

Regards

Chris
cardophillipo
Sea
Joined 29/01/09
Last Visit 20/01/22
1033 Posts
Posted on 08 September 2016 at 10:00:52 GMT
Nice work Chris, a few of the players who are attending the CWC weekend in a couple of weeks have playtested the original set before your tweaks and from all reports they worked well. I will try and incorporate your tweaks in the game and see how they go.

Cheers

Richard P Grin
superscribe
United Kingdom
Joined 13/06/10
Last Visit 02/10/18
22 Posts
Posted on 09 October 2016 at 23:32:38 GMT
Cardophillipo how did you get on with my suggested tweaks to helicopter house rules?
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