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khorgor
Austria
Joined 30/05/11
Last Visit 13/03/15
10 Posts
Posted on 12 March 2012 at 17:09:43 GMT
Greetings!

Is my assumption correct?
Troops got hit in their own Command Phase - by opp fire - recover at the end of this phase, thus they can be hit in just one round of fire.
Troops hit in the enemy command phase - by regular, ordered fire - can be hit in more than one round of fire (by successive orders). So they can not only be suppressed, but also be forced to fall back and be KO'd by this effect.
Additionally the chance of KO'ing rises through akkumulating more hits, as no "regenerating" happens.

I hope, you know, what I mean. I love this game, but this question bothers me for sure^^

Thanks,
Michael
Dr Dave
Wales
Joined 08/10/07
Last Visit 04/11/19
936 Posts
Posted on 12 March 2012 at 17:55:18 GMT
Yep, you've got it. Don't forget that many units can op fire against one - hence op fire can be fatal!
khorgor
Austria
Joined 30/05/11
Last Visit 13/03/15
10 Posts
Posted on 12 March 2012 at 18:17:05 GMT
Thank you! Opp fire can be deadly, but only for single units. But suppression does not carry over, so it doesn't help to kill many with successive fire in the own command phase. It just can stop the advance...

Great to know, sure the next games will be even more enjoyable!
julianmcdonnell
United Kingdom
Joined 16/05/07
Last Visit 05/09/14
20 Posts
Posted on 12 March 2012 at 19:02:56 GMT
Khorgor,

The way I read it you are exactly right. IMHO the major value of Opp Fire is that, if it is succesful, it can restrict or limit the overall efectiveness of your opponents troops during his Command/Manoeuvre phase principally by achieving 'short term' suppression. When I use Opp Fire I tend to use it early as possible and spread it about in order to achieve suppression rather than going for KO's. However, occasionally it is worthwhile focussing on opponent systems to KO them if they offer greatest threats e.g. LRATGW if you are vulnerable to long range fires or Air Defence if you have loads of air you want to use freely. Remember that using Opp Fire may limit your ability to command own troops in your own turn as there is a -1 CV modifier for all troops that conducted Opp Fire during opponents turn. You have to balance the short term benefits against the possible restrictions in your own command phase.

Cheers - Jools

P.S. IMHO this is one of the reasons why these rules are so good - so many tactical options, so many tactical decisions - Oh to be a Battlegroup Commander!!
foxbat
France
Joined 20/08/10
Last Visit 19/04/23
137 Posts
Posted on 12 March 2012 at 19:20:34 GMT
julianmcdonnell has it right, I'll just add that this is why I don't use the static hits optional rule : you really have to make a decision to use opfire, as your oponent will recover fully at the end of his phase, and you'll still have a -1 command penalty.
On the other hand, it is an effective way to slow him down during a game. That's truly one of these beautiful little mechanisms that make this rules system so pleasant.
Smile
big dave
United Kingdom
Joined 10/05/07
Last Visit 17/11/16
937 Posts
Posted on 12 March 2012 at 20:41:42 GMT
Also handy if you have a low command value army.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 13 March 2012 at 10:25:52 GMT
We find Ops Fire is usually scattered around as much as is possible, to try and suppress as many units as you can before they get another chance to activate and clobber you.

Often the first round of activated fire is done the same - suppress those stands likely to ops fire, then use your next activations (dice permitting...) to stack up the hits and finish them off.
the_farrier
United Kingdom
Joined 02/12/07
Last Visit 05/10/18
57 Posts
Posted on 13 March 2012 at 13:19:36 GMT
If you're fielding ATGW equipped BMPs then Opp fire becomes a very important part of your strategy Smile
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 13 March 2012 at 15:59:00 GMT
Yes indeed - ATGWs on IFVs are a really useful way to suppress those pesky tanks - ignoring armour saves is very handy for getting enough fire on target to suppress them!

Unless they're Abrams/Challenger, anyway >_<
Lonnie
England
Joined 15/07/08
Last Visit 29/11/19
138 Posts
Posted on 13 March 2012 at 17:03:51 GMT
Yep, same tactic, spread the supressions around, unless there are APCs, I tend to try and concentrate on them if I can, normallt 3 hits and a 6 save, a company of tanks can with a bit of luck knock out a M2 or a BMP, which is why if advancing I try and move my tanks first to attract the opp fire before moving the IFVs
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