De V4 "rough draft" is nu bekend, dit is ongeveer hoe v4 er uit gaat zien. Hier is meer detail aanwezig dan in eerdere posts en heeft meer topics.
"Rough Draft" of V4:
Dice rolling: Can go above 6: 7 needs a 6 followed by a 5+, 8 needs 6 followed by a 6, 9+ is impossible.
Teams: Man-packed guns are now Infantry teams, with the heavy weapon special rule.
Guns are classified as small guns = light and medium and large guns = heavy and immobile. However it seems that the light, medium etc. categories also exist, e.g. for mobility.
Only one observer per force, who can be ground based or an AOP. Force commander and US unit commanders can still observe, as can guns.
Transport tank teams are attachments to their parent platoon, but can act independently with their own command teams.
Unit leaders are on small bases if there is one indicated in the army list, otherwise they can be any of the existing teams in the list.
Combat attachments can attach up to half their teams to eligible platoons.
Redundant teams: No more command teams, staff teams or observers for artillery and anti-tank gun platoons.
Formations: The order goes Force – Formations – Units – Team
A Force can have any number of formations. The first formation is the primary formation, who determines which support units can be taken. Further formations can be taken, if those platoons could be taken as a support choice. The example discussed was a US Rifle Company which could take a US Tank Destroyer Company as a second formation. The additional formations also need to satisfy their minimum requirements, i.e. usually need 1 HQ + 2 combat platoons. Additional formations need to be in the same book and same historical organisation (division, corps).
Additional formations cannot daisy-chain their own support units, i.e. if it isn’t available to the main formation, it is not available.
Warriors can be taken in any formation.
Motivation & skill tests: Have the basic categories (F/C/R & V/T/C), but with subcategories each. Motivation: Rally (to recover from being pinned), Remount (for bailed tanks), Counter attack (for assaults) and Last Stand (Morale checks)
Skill: Tactics, others not discussed.
Subcategories default to the basic rating, but can be different – often to replace what was formerly a re-roll.
Terrain: There is Tall and Short terrain.
Hills give now bullet proof cover, similar to linear terrain.
Wheat fields are short, concealing terrain.
Teams 2” from the edge of terrain can see out
Starting step sequence:
1. Remount
2. Rally from being pinned
3. Check for last stand of units (aka. Platoon morale, no more checks after shooting and assault step)
4. Check for last stand of formations (aka. Company morale)
5. Check victory conditions
6. Reveal Ambushes
7. Check for reserves
8. Check for air
9. Remove smoke
Last Stand: Units are in good spirits if they have either:
- No teams destroyed or bailed
Or
- 3+ Infantry teams
- 2+ Tank (not bailed)
- 2+ gun teams
- 1+ air craft
Units without a unit leader are never in good spirits
Units that aren’t in good spirits take a last stand test in the starting step. Take the test every step the conditions remain, even without taking further casualties. This test can be re-rolled if the 1iC is within 6” and LOS.
Units cannot leave the table. Attached units (Transports) are removed per special rules.
Formation last stand: A formation is in good spirits if it has at least 2 units, including the HQ (i.e. HQ + 1 Units), on the table or in reserves. Only combat and weapons platoons count, support platoons do not.
A force has lost if it has no remaining formations.
Movement:
Same categories as before, but 4 different speeds for each.
Tactical = Move and shoot (usually at RF 1)
Standard Tank 10”, Light Tank 12”, Fast tank 12”, Slow Tank 8”, Very Slow Tank 6”, Infantry 8”
Guns: Light 4”, Medium 2”, Heavy 2”, Immobile: Dash only.
Dash = Don’t shoot but move further. Similar to what doubling used to be, but no double shooting.
Terrain dash, cross-country dash, road dash.
No more bogging, Teams make a cross check and if they fail they simply stop moving.
Command: Platoons with less than 8 teams have a 6” command range from the unit leader (only), larger platoons have 8”.
Out of command teams can move at tactical speed with +1 to shooting or dash towards the unit leader.
Teams need to stay 8” away from enemies if dashing. 2” away from enemies otherwise – except tank and gun teams who can move into contact to each other, but not through other tank or gun teams (enemy and friendly).
Sending transports to the rear: Mandatory for unarmed and(or?) unarmoured teams, optional for others. Can be brought forward again within 4” of their parent unit and 16” away from enemies.
Passengers get 3+ saves.
Movement special orders: All of them only affect teams in command distance of the unit leader, alle tests are made by the unit leader (or the 1iC, if attached)
- Follow me: Unit leader moves 4” directly ahead, makes a motivation check, teams in command can also move 4” forward. No shooting, but can be done after dashing.
- Blitz: UL makes Skill check to move teams 4” before moving at tactical speed. Units can still shoot at full ROF after a Blitz. If a check is failed, teams can only move at tactical speed and get +1 to shoot, as if being out of command.
- Shoot and Scoot. Teams who haven’t moved before can move 4” instead of assaulting, if they pass a tactics roll (skill test).
- Dig in: skill test to gain concealment and BP cover (all teams, incl. large guns) instead of moving. Shoot at moving ROF, no bombardments, GtG if not shooting, no assaulting. Can be decided on a team basis, so part of the platoon can dig in while others don’t.
- Cross here: Test before moving, make cross checks easier, for teams crossing within 6” of the UL (and the UL himself). No shooting.
General trend to replace re-rolls with easier dice rolls. E.g. wide tracks is a -1 to the cross check.
Aircraft: Arrive on a 4+, some on a 3+, in the movement step. Can be placed anywhere where the stand can be placed on the table top.
1 – 3 planes corresponding to sporadic, limited and priority options. Once a plane is shot down, it is gone, casualties carry over to later turns.
MGs & Cannon 8” Range, ROF 3 or 2, respectively. Each plane shoots individually.
Bombs Rockets: Artillery template, the planes fire as a battery
Planes are hit on 5+, get a 3+ save and need a FP check to be shot down. Flying tanks get a +1 on the FP check.
AOP: Rules unclear. They arrive in the starting step, but otherwise much confusion.
Fighter interception happens on 5+, but it is not clear who can get it (other than those forces where it is specifically an option).
Meerdere zijn echte grote veranderingen, zoals vliegtuigen en morale en "Allies" a la 40k maar iets gelimiteerder. Legers met squishy core platoons zullen het moeilijker hebben!