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todd.jayhawk
United States
Joined 15/06/10
Last Visit 27/08/18
155 Posts
Posted on 26 June 2014 at 06:31:37 GMT
Trying again using the FWC skirmish plus two other fans' adaptations o build a WWII version

http://www.youtube.com/watch?v=BcAao3nsDnM
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 26 June 2014 at 10:01:56 GMT
I agree on the amounts of dice; easy as using the existing stats would be, I might go for riflemen one dice, SMG two, LMG three (and needs a loader - still a net bonus, and more range, but not overpowering), GPMG (MG42 type on bipod) four (and needs loader), MMG team six (but requires a three man crew)

SMG 10cm range, rifle 30cm, LMG & GPMG 40cm, MMG 60cm.

If no loaders on a team (mortars/bazookas/shrecks/ATR's/flamethrowers etc incl.), drop a point for activations for each man missing.

Saves on infantry - I'd ditch that, but tie suppress to experience as you kind of suggest - conscript/militia/unwilling/stupid on fours, experienced on fives, veterans/highly motivated on sixes.

I'd probably also follow the FWC lead and use reduced hits - maybe four for normal infantry, three conscript, five extremely motivated!
todd.jayhawk
United States
Joined 15/06/10
Last Visit 31/08/20
155 Posts
Posted on 26 June 2014 at 15:53:59 GMT
Good ideas - thank you for sharing them.

I want to make it as close to BKC, cause I love the game and the way it flows.

Ok, so you think I should stick with the hits for infantry. That's going to be a lot of little dice on the table, but I think it would add to the resiliency of your troops. Instead of 'hits' as in physical hits I wa thinking of them as mental hits.
justo
United States
Joined 17/03/05
Last Visit 12/06/16
5 Posts
Posted on 12 June 2016 at 20:48:51 GMT
For skirmish, what activation process do you use?
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