Grenades, command points and healing, Barry Daniel Brown, Shocktruppen overwatch, and the general weakness of the Obscura Corps (revised rules)

By Drinkdrawers, in Tannhauser

Heizinger with command pack + Eye of Horus INSTEAD of the pistol AND his bodyguard Karl with his command pack both on the same path and moved carefully ( easy with +7 initiative...) are the Reich final combo. No smoke penalties, the Union just hurting itself almost unable to reach their path and a grenade in the right moment are very funny...

You can also control Barry mind, throw him to the lovable arms of a Stoss ( or Eva's whip ) and then let the superior speed of these two leave him without a target the following turn.

Hi all you, I'm sorry for my english (isn't my mather language), and I'm new in this forum.

I've a few simple ideas to balance Obscura Korps/Union using revised edition rules of play:

1) Take back the "minimum range" rules about weapons or, if not just the same, samething similar - I'm curious to know your eventual variant;

2) Use eventual medal in the pack for extra CP(s) without spend an action;

3) Smoke don't decrease attack dice number (why 2 dice minus at the adjacent circle?) or smoke decrease MacNeal's attack dice as well;

4) McNeal's "Combat Infantry Badge" allow to re-roll only one lowest die (including natural 1s);

5) FMG-A6A allow to shoot 2 target that share the same path and in the same direction of fire (not only adjacent);

6) "Keep Firing" allow 3 dice (not only 2)

7) "Hermetica Umbra" without distance circles limits, like "Hermetika Astra";

8) Stosstruppen: stamina 6, 5, 4 (he doesn't do anything else but moving, however he doesn't die too easily)

9) When Stosstruppen die return in game in the same last occupied circle (I' think that's coherent with Inferior Demon's possession), furthermore when possessed he doesn't able to use any object (weapon, first aid kit, grenades, etc...) but he can carry/drop/give anything.

Tell me what you think about that, this evening I'll try to play with these changes.

Wow... I do not think these changes are necessary. I believe they are way to strong in favour of the Reich. In my games, Reich (usually me) defeats the Unions (my usual playing partner) in half of the games. If we introduced these rules, I would sweep him off the battlefield in no time! Just my humble opinion, of course, but I think that Reich does not need any boost at all.

Katsuyori, thanks for the comment.

Ok, I’ve played: Katsuyori be enough right.


1) First of all I thought the “minimum range” could be a solution to the excessive Union’s fire power, but during the game is frustrating for Union (Brown become almost useless, and the most part of overwatches too, especially in the Castle Ksiaz map);


2) “Use eventual medal in the pack for extra CP(s) without spend an action”: I haven’t way to try it;


3) I tried smoke grenades giving 2 dice minus for all (McNeal too, but McNeal is the only one that can fire at range in this condition)… I don’t know if is a good thing yet.


4) “McNeal's "Combat Infantry Badge" allows to re-roll only one lowest die (including natural 1s)”: I think it’s a good change, ‘couse effectively prevent a one-throw-dice kill (I don’t know if is clear what I mean… sorry for my bad english again);


5) “FMG-A6A allow to shoot 2 target that share the same path and in the same direction of fire (not only adjacent”: I haven’t tested, but I still think it's a good idea, do you?


8) Stosstruppen whit stamina 6 5 4, is better than a pile of walking bones (uazz! I like Stosstruppen, he’s my favorite martyr);


9) “When Stosstruppen die, return in game (if he can do it) in the same last occupied circle (I' think that's coherent with Inferior Demon's possession), furthermore when possessed he doesn't able to use any object (weapon, first aid kit, grenades, etc...) but he can carry/drop/give anything.”: it’s nice to paly.


Your opinions is always wellcome.