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Chris Kemp's Not Quite Mechanised |
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Frequently Asked Questions Q <- Get Tombats 3 to read this Glyph
You will see from looking at these FAQ that there is a lot of latitude in the way that you can play NQM. The key thing is to talk to your opponent if there is any doubt and agree something before you do it. If you decide something in the game, then apply that decision consistently throughout the game. Try to keep add-on and special rules to a minimum as they can slow things down. Don't be afraid to try something new, but if it doesn't work just ditch it. Remember that NQM is a set of umpire guidelines, not a set of competition rules.
Q.
Attack Example.
I'm running through
the rules and using an attack by a Regular British Infantry Brigade on a
Veteran
German Infantry Battalion (of x 3 Inf Coy stands and a MMG stand, say) that is dug
in, as an example: Brits are formed up 2
Bns up, 1 back with each Bn 2 Coys up 1 back. Brits are ~1km from
defending Germans. Turn Sequence: 1. Write New Orders. Brigade
HQ says 'Attack - capture the German defensive position.'
(Therefore
this is a Brigade attack) 2. Move to Contact
and Run Recce Sequence. I have a
(Regular) Recce
stand that moves towards the Germans. It stops about 300m from the Germans and I
roll a red, white and blue dice for Recce Sequence. Red = 5,
(Reg Attacker fails to spot Vet Defender) White
= 3,(Vet
Defender fails to Ambush, or allow to pass with defender remaining hidden, Reg
Attacker ) Blue
=2.
(Vet Defender opens up at effective range using
the engagement table) From the Recce
Sequence Table I can see that a Regular Recce trying to spot a Vet Defender
needs a 6 to spot first. They get a 5 so the defenders spot first. Here's where I need a bit of clarification. For the White dice to resolve 'Defender ambushes or allows Recce bypass unmolested' I take it you resolve again on the Recce Sequence Table? (Yes,
but treat the defender as the active party [i.e. as if they were conducting the
recce]). It isn't the clearest bit of rule writing in the world. But looking at the values it seems that it is easier for a Militia defender (who needs a 3+) (No. Use the militia recce-ing line. They can only hope to ambush against a Conscript [scoring a 6] or Militia [scoring a 5] attacker) to ambush than a Vet defender (who needs a 6) (No. Use the Veteran recce-ing line. They can ambush everyone except elite.) Does the White dice on the Recce Sequence table actually mean 'Defender Opens Fire', which would seem to fit the table a bit better? (No, see above. If the defender fails to meet the recce score to ambush the attacker, or stay hidden and let the attacker pass, the defender opens fire on the attacker) In this case a Vet
defender would open fire on a 6 and ambush on a 1-5.
(No, see above) The Blue dice
indicates that the Vet defender opens up at effective range (Yes).
A single defender stand rolls a single dice at the Recce stand in the
open, in this case causing no effect (say). If they had have caused casualties
and the Recce stand had turned and run that might have caused the following
troops a bit of a problem? (Not
necessarily. Watching the Cherry Pickers getting a spanking may cause the
Cheshire's morale to rise :O) You can write your own scenario rules if you feel
the situation merits it.) I now take it that
the rest of the Brigade can move up at 'Move to Contact rate' for foot troops of
1kph, in this case I move them up to 300m from the defenders.
(Yes) 3. Decide level of
attack. Preliminary bombardments. Remove Arty ammo. Prelim bombardment of
x1 battery of 25lbers does no damage (say). x1 Ammo dice removed.
(Normal for the Gunners :O)) 4. Firefight
sequence. Check morale if required. The 2 Brits Bns up
have a go at effective range with x2 Inf Coys + x1 MMG + x1 3" Mor each
=> 8 dice. I take it that other units in front of a stand block Line-of-fire?
(I
usually play it this way. Sometimes I allow mortars to join in, depending on the
mood that I'm in [You should be picking up the flexibility of NQM here. Just
don't change your mind in mid-game!]) If
not it could go to x3 Inf Coys + x1 MMG + x1 3" Mor each => 10 dice.
Lets say that the Brits get 5 hits from L fire against Dug-in and spread these
hits amongst 4 defending units (say) so that 1 Defender gets 2 hits.
(Yes) Defenders
are disorganised? Assume yes.
(Yes) What happens to Break
tests for defenders? Do they need to take any or is it only for attackers?
(No, both test when the occasion demands it) Defenders fire
back at Brits in the open but cause no hits (say).
(Lucky Cheshires!) Assume defenders OK. 6. Run Close Assault sequence. Brits have caused
more casualties than they have received but because they are Regular they cannot
Close Assault in the same hour, so they have to wait until next turn.
(Yes) 7. Counterattacks. What happens here? Can't find anything in the rules about it. Presume defenders stay put. (Yes, Counterattacks are put in from the defenders in-depth positions, to recapture positions that have just been taken by the attacker) 8. Reorganisation and
Resupply. The defender with 2 hits gets an auto reduction to 1 hit. The other defenders with 1 hit lose the hit on a 4,5,6. Infantry can carry a maximum of 1 hit. (No, this is the key bit. A stand with 3 figures on it can carry up to 3 [pre-reorganisation RED hits. On reorganisation, two Red hits come off automatically, to be replaced by one BLACK hit. The remaining one, as you say, is diced for and comes off on a 4,5,6]) A stand with 3 red hits on it can stay in the field, but if it takes another hit, it is permanently removed. (you can only ask so much of your troops). For this reason, it is usually wise to reorganise troops as soon a s possible. Need a bit more of a
clarification here: it says that "..remaining stands with markers are taken
off .. to brigade medical post..". I take it that units with just 1
casualty stay put (YES)
but that units with 2+ hits
get removed from the table and get carted off to the brigade medical post? (No,
when a 3 figure stand has three black hits on it, it is carted off to the aid
post. I only play this in campaigns, because in a single battle, troops being
whisked off to hospital swathed in bandages rarely make it back in time to
affect the outcome of that particular battle) No re-supply as
only 1 die expended so far by each firing unit. 9. Next Turn. Assume firefight again. Take it that Brits can advance to close combat but that
if they firefight and receive more casualties than they inflict the Close
Assault is cancelled?
(Postponed, until more reinforcements are added to the
attack. This is where the Bn in depth becomes useful :O)) Q. Combat Example. I've been looking at playing a game of NQM but I've come across something I'm not clear on in the rules.
It's to do with Combat Units supply and
firing. I get the idea that a Combat Unit has 1 die per supply point but in
Winning the Firefight it says that you keep rolling as often as you like
(supply dependent?) (Yes, but within the
limits of your morale type) but that "A Company can fire off CUs at a maximum of
1 per Company per hour".
So what happens exactly? Say 3 companies
attacking a defender: Roll 3d6 - see result, not good enough, try again,
rolling 3 more d6 and hence expending more ammo?
And how many CU's do the infantry start
the game with?
A. At the start of the game, each company (STAND) of infantry or armour gets 3 dice per base/stand or 1 CU per Strength Point (sometimes we vary, depending on the scenario - just make a decision at the start and stick with it). Artillery usually get 3 or 4 on the gun, and perhaps 3 or 4 more on the limber.
Usually, I give 1 die per
figure (STRENGTH POINT), so a 3 figure infantry Coy gets 3 dice. It is usual
for all units to begin the game fully supplied, but scenario play allows you
to decide how well supplied units are at the start of the battle.
Hence in each hour (round)
of combat, a stand can fire 1 die. After 3 rounds of combat (lasting 3 hours),
the Coy is out of ammo, and must resupply.
I usually give each
Divisional size unit (on the Eastern Front), or Brigade sized unit (on the
Western Front) a truck or two as supply companies. Each truck may have 3 or 4
CUs onboard, which should be enough to supply each fighting Bn in the Div/Bde
once in the game (you may have to juggle here to get the game balance that you
want). A Bn will resupply by having a truck to drive up to it in contact.
One CU taken off the truck
becomes a full resupply of dice for the Bn.
Example:
The Cheshires have
Comd (2)
A Coy (3)
B Coy (3)
C Coy (3)
MG Pl (3)
Mor Pl (3)
A total of 17 Light dice to
start the battle with. The companies fight 3 rounds of combat, each firing off
1 die per hour (the maximum they are allowed). They are then out of ammo until
a brigade supply truck rolls up to donate 1 CU, which brings them back up to
strength. The mortars, MG and Comd have not fired so need no resupply. They
cannot stockpile extra ammo. (Sometimes I do allow this in defence, especially
troops facing massive attacks. The defenders cannot take any ammo with them
that they cannot carry [max of 1 die per unwounded figure] if they are forced
to retreat from the position.)
Q. Hidden Forces. With all this hidden movement, and with hidden defenders, how do you know people aren't cheating during the recce phase? A. You don't. Use an umpire, or play with people that you trust. Draw a map with your hidden units on it. Better still, take off and nuke the planet from orbit. It's the only way to be sure. Q. Hidden Movement/Dispositions are mentioned are there any words of wisdom on how you handle revealing, or can you play with everything on table and rely on orders to resolve when things are spotted? A. You can play open games, but it is much more satisfying if the defender is hidden and the recce table is used to reveal hidden units. The attacker behaves much more realistically if he does not know what he is up against. The attacker should usually outnumber the defender, and have more ammo if he is going to make good progress. Any unit can make one recce attempt per turn - this limits the speed of units in close country. A bold commander will press on with his units and potentially use his recce as a tripwire, risking being ambushed by hidden defenders that he hasn't had time to recce. Q. Markers. I can't be bothered with all these markers. Do I have to use them? q A. No. You can dispense with Ammo Markers by saying that every time a one is rolled, one stand is out of ammo and cannot fire until reorganised. The unit can be turned to face backwards if it is out of ammo, or hit. The game balance alters slightly, but not enough to worry about. The slightly increased availability of ammo is offset by the reduced firepower as units can no longer fire when hit. The balance swings in favour of the stronger unit. A quicker game results because a unit is taken off when it receives its second hit, or you can still use the casualty markers to designate a unit that has received two hits, and take off the marker on the third hit. I still find it easier to use pins, but some of my friends dislike them because they bite! An excellent idea used by Martin Goddard's AK47 is to use a piece of hamster bedding smoke to show a pin, or a cast marker that looks like a row of MG fire bursting in the dust. My favourite way of showing disorganisation is to place an officer figure based on a penny. The best officer figures are the ones reading maps and pointing the wrong way! Q. Minefields were mentioned in the walkthrough, I haven’t found any rules on mines or obstacles in my look through. Can you give me a pointer? A. The defender marks them on the map. when an attacker wanders into them without recce-ing, attack the unit with one Heavy die if anti tank and AP, one med die if AT only or one light die if AP only. If attackers are suspicious they can recce suspected minefields, the front edge of which will automatically be discovered. Of course, this recce counts as their one allowable recce per turn. I should really write this into the main rules.
Q. Ranges. Does it matter if we don't measure distances exactly? (Back to Movement) A. Most of the time, no, as long as you adopt this convention: Before moving anything, state what you intend to do with it to your opponent. For example; "This Tank Battalion is moving into (its own) effective fire range of your defended position". If your opponent agrees that this is possible, then just do it. If you cannot agree, then measure it. We use the distance between outstretched index finger and thumb as a unit of measurement. Infantry go one, tanks two, and recce three. It is amazingly quick, and gives Uncles an inbuilt advantage over smaller Nephews! There is too much going on, too fast, to dawdle. Here you see an Italian CV33 going at less-than -maximum speed. I can stretch much further if I really have to. Q. Recce. Why don't you always bother to measure the speed of recce in the advance to contact? (Back to Recce) A. If you allow recce to go as fast as it wants, and let the defender shout "Stop!" when he thinks that they should take a test, it avoids two or three tedious moves where recce crawls forward and nothing much happens. Make the attacker declare in advance where he is going to make his one allowed recce test before he starts moving . Only allowing the recce to make one recce test per bound means that bold commanders can throw their recce forward and accept the odd ambushed recce unit as the price of speed. Of course, timid players will still not take advantage of the potential speed of recce and will test every hostile bush - that's life. Q. Recce. If I run out of recce, or rather still decide to lead troops on without recce-ing, do I still use the Recce Sequence when bumping into things or is this only for Recce ? A. Yes - the defender shouts "stop" when he wants to open fire on you, then he uses the recce sequence to see at what range he actually opens fire. Q. Scale. I Like 30mm figures, are they too big for NQM? B A. No. We had a few games of "Silly Spacemen" using Club Members' 28mm Sci-Fi figures. They fitted onto 50mm square bases. I subsequently mounted a couple of figures on 40mm bases and they looked OK. Have a look in the Gallery and make up your own mind. More importantly, "Silly Spacemen" (name shamelessly stolen from Peter Howard's Silly Wizzards) played 3 times as fast as a Warhammer 40K game, and players got the hang of the rules in 30 minutes. Form an orderly queue now with your £50 notes ... ! Q. Turn Sequence. Is NQM "I go/You Go" or simultaneous ? I see bounds mentioned but then everything else seems to follow attacker/defender. Does it matter or what works best? A. We run simultaneous moves. If it matters, we resolve by mutual consent - talking it through. It is rare that we have to resort to an umpire's decision, but a toss of the coin or roll of a die will usually resolve the classic 50/50 decisions
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