Lead Adventure Forum
Miniatures Adventure => Back of Beyond => Topic started by: destofante on July 15, 2019, 12:31:22 PM
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I am devouring the rule book -- great work! It is getting me very excited about playing the period.
But I stumbled on something as basic as the firing procedure. Maybe a midsummer loss of brain, maybe I am just used to a different style of games... How does it work? Could anyone illustrate it to me with an example?
The way I read the Weapons Table (10.7 in the second edition): based on the available weapon, each figure rolls one die and depending on the range, a certain score results in a hit.
(A) Example: a unit of six regular ("normal") figures with rifles all shooting at a target at 6". They will roll six dice (one for each figure), scoring a hit on 4,5,6 (because of the effective range).
Am I correct so far?
(B) Do modifiers apply to the dice rolled? To continue the above example: if the firing six figures were ambushing, +1 would apply to each die rolled (for instance, a 3 would become a 4, resulting in one hit).
(C) But what about rule 10.12, "Need more than a 6 to hit"? This makes me wonder, do the modifiers apply NOT to the roll of dice, but to the base chance to hit? In which case, though, why the ambush modifier is a plus, not a minus? If the fire modifiers apply to the dice roll, what modifiers affect the base chance to hit?
Either I am very confused, or making things way more complicated than they should be. Thank you for any help you can share!
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Hi destofante,
imagine you start with a to-hit of 5-6, then you have a -2 on the table.
If then your best possible die roll of 6 would become a 4. This is the case where you would need to throw a 7 with a D6,
to get a 5 score. The ruleset tells you that in these cases you need to throw two dices, you require first a 6 then a 4,5,6.
I hope it makes sense to you.
Cheers,
Stefano
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Hi destofante,
The author here. Thank you for your kind words.
Stefano is correct. The system is all played off D6, with logical +'s and -'s, depending on the usual factors like cover, etc. So in the case of the ambush, say it was a normal 4-6 to hit, then you add one to your dice throw, meaning it effectively becomes 3-6 to hit. If having worked out your modifiers you need more than a 6 to hit, you need a 6, then on an additional dice throw a 4,5,6 for a 7, a 5,6, for an 8, and 6 for a 9. Anything above that you can't hit.
Hope that helps
all the best
Steve
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I am going to add to this one but for direct fire artillery. Not really sure how it works but this is my take.
Firing say at a target in the open within 40", I presume I need to nominate a central aim point and place the blast template over that point, then roll 1 dice for each figure within the 2" or 3" radius needing a 4,5 or 6 to hit.
What determines the use of the 2" or 3" blast radius?
Cheers
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The radius is determined by the calibre of the firing weapon, I haven't got a copy of the rules to hand but I believe 3" is for artillery pieces of over 150mm in size (I think) while 2" is for roughly 75mm up to 150mm?
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I think you need to throw one dice first to know if the shell arrived to point of aim, then you throw dice per figure.
Cheers, Stefano
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That's correct Stefano. Throw to see if the shell hits, then throw for damage.