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punkskum
Australia
Joined 19/09/09
Last Visit 04/01/16
129 Posts
Posted on 06 August 2010 at 18:33:40 GMT
Reposted here as it's a house rule and Pete found it fair
"Been playing a few games of FWC with 15mm troops. At strictly 1:1 (5-8 men per side, very Necromunda in feel) the game plays fine. I play with the heavy weapons guy in particular having the Independent characteristic to simulate his being in some way in direct radio/telepathic/whatever contact with the commander otherwise it's unplayable as the gangers/soldiers advance he falls too far back. After a few kills it becomes quite shallow though, as losing two men in a five man squad is a real end-game result.

Therefore I've lifte the limit for larger games to allow a CMD 7 Sergeant to lead a squad of 4+ soldiers (current limit is 2 CO/HQ figures per 1000pt) as otherwise they're impossible to coordinate.
The limit would remain for the CO/HQ8~10 units of course and for obvious reasons it's preferable they give continue to be the chief givers of orders so long as it's more advantageous odds-wise. When this no longer provides the best odds (distance, interfering terrain, death etc...) then the unit can still operate effectively put of the line lead by its HQ7 Sarge - for a mere 15pt extra per squad"
dkreipke
United States
Joined 13/05/10
Last Visit 31/12/11
9 Posts
Posted on 10 August 2010 at 04:52:35 GMT
This seems to be pretty close to the official rules.

The way I interpret the skirmish sample army lists, you get 1 CO and 2 HQ's per 1K points, which should roughly translate into a 10 trooper squad. So, one boss to run the squad, with each subordinate running a 4-5 trooper fireteam.

Leastanyways, that's how I've been doing it, and it seems to work pretty well.

Regards,
Don
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