Questions about armor & cover for those in the know

By player641485, in Dust Warfare

Sorry for double posting I dont know if its my computer or the forums but something is messed up I think when I try to post.

Denied said:

SGTManuel said:

It would be interesting to see squads with different experience levels but it seems all the current squads are on about the same level. You do see some differences, with the Armor 3 infantry, and I sure it could be represented by having similary armed units who roll more dice or hit on blanks etc. I am not sure how morale works, but it is a welcome element that tactics was missing.

Morale is actually not really in the book I mean there is supression which if a unit takes any unsaved wound from one source they take a suppression marker this instantly gives them a bonus to their cover : No cover goes to soft cover, soft cover goes to hard cover, hard cover cant get higher. If they take any additional unsaved wounds from a different source they take a second suppresion marker. This new marker does not enhance cover, They also can only ever get two supression markers I believe (need to rules verify that). These suppression markers take away the ability to act in your activation phase, Normally you have the ability to do two actions move and shoot, move and move, aim and shoot (re rolls dice), or you can react using one of those actions as well. Each suppression marker takes away one of those actions so you would essentially be able to do nothing except at the start of your activation phase you role a die for each suppression marker and if you score a hit it clears a marker. So if your lucky you clear both and act normally if not your effectivly pinned or a turn and on average you will clear one marker and still be able to make one action.



I need to consult the book I have sadly only played one game so far but I own the bokk and have been reading it over slowly.

Wow, I'm really digging the simple but effective and historical suppression rule. That is something that many more complex wargames fail to get right.

A really simple "FFG-like" solution for different quality units would be to simply use different coloured dice for better or worse quality units with a different number of hits on the faces. Don't really know how this would work for defense, though, if there is no more defense roll?

As for someone who said that armor is the same regardless of who is wearing it, you're on the wrong tracks. As anyone in the armed services will tell you, the first line of defense is not to be spotted in the first place, and the second is not getting hit if you are. The very last line of defense is your armor, if you even have any that is effective against the enemy small arms.

But the first two lines of defense I mentioned? That's what separates rookies from the lifers and the special forces operatives. In the armed forces, you get a sudden interest in developing your camouflage, concealment and fieldwork skills over and above any interest in marksmanship.

And this basically goes for any fighting service branch - as much to tanks and aircraft as infantry.

Even simpler would be to just make an "Experienced" special ability, which allows you to roll extra dice when trying to remove suppression. No different colors needed.

Also, I think suppression doesn't stack. So, having two tokens just means minus one action. You only lose both actions when you have a suppression and a reaction marker, IIRC. Two suppression just means it takes a little more to get unsuppressed.

felkor said:



I thought I read it was possible to route enemy units, forcing them to retreat. Is this not possible?

There's no limit to the number of suppression token a unit can get. If a unit has more suppression token than it has models in the unit, it has to fall back. That being said, if the unit gets rid of enough suppression token to get equal or below the number of models in the unit, they stop falling back. Also, just to clarify, a unit gets a suppression token whenever they get shot at and at least one "hit" is rolled, even if all the hits are saved. Grenades cause suppression even if they don't roll any hits.

JigBakerSugar said:

Also, I think suppression doesn't stack. So, having two tokens just means minus one action. You only lose both actions when you have a suppression and a reaction marker, IIRC. Two suppression just means it takes a little more to get unsuppressed.

Yup your right about that I was just scrolling through the suppression token pages and this means in my first game I think we were doing it wrong lol. Additionally apparently models can be routed if they take more suppression token then there are models in the unit. This is actually something that will be easier to do as units are wounded.

They still have the chance to clear suppression before they run.

Also don't forget the Heroic Inspiration from heroes in that squad and the handy Regroup order.

Supression in this game can change the tide of battles so always look to find every possible way to clear that suppression.

if this is true...I MUST OWN this!!

How about line of sight in the game? How is that handled?

blkdymnd said:

How about line of sight in the game? How is that handled?

It is based on True Line of Sight rules, Any model can shot at any target it can see. Additionally when one unit shoots an enemy unit in cover only models that can be seen can be allocated wounds. This means if you have three models in a squad of 5 in LOS and they get shot those are the 3 that take wounds.

Denied said:

is based on True Line of Sight rules, Any model can shot at any target it can see. Additionally when one unit shoots an enemy unit in cover only models that can be seen can be allocated wounds. This means if you have three models in a squad of 5 in LOS and they get shot those are the 3 that take wounds.

Wow, that sucks.

Snowshadow said:

Denied said:

is based on True Line of Sight rules, Any model can shot at any target it can see. Additionally when one unit shoots an enemy unit in cover only models that can be seen can be allocated wounds. This means if you have three models in a squad of 5 in LOS and they get shot those are the 3 that take wounds.

Wow, that sucks.

Why would that suck? You can't shoot at something you can't see. Why would 4 men behined a solid wall get hit by bullets when only one of their squad isn't behined that wall?

Major Mishap said:

Snowshadow said:

Wow, that sucks.

Why would that suck? You can't shoot at something you can't see. Why would 4 men behined a solid wall get hit by bullets when only one of their squad isn't behined that wall?

TLOS just plain sucks. Old mechanic that only really works if you can see through your models eyes. TLOS cannot account for infantry, and vehicles in this game =] , being able to crouch, duck, and go prone.<Everyone has there own opinion on this though so that is probably best left alone>

As for the other part, in 40K <3E?> it was called Rhino sniping. In practice it is using terrain and/or vehicles to remove just certain models when you would not be able to do so under normal circumstances.

Example: <Mind you I do NOT know how the actual rules are worded so I may be way off base here>

A unit of "The Gunners" 3 in the open 2 behind wall, I use terrain and a walker so that I can just see a sliver of the Bazooka with my "Kommandotrupp's" MG43. Instead of spreading the damage out you would be forced to take the Bazooka guy out if any damage was scored.

I assume that models in the same unit don't block LOS so you could congo line them to get extra shots too but I think it is best to un-clutter the situation with those extras.

Baring any rules I have not heard yet on the details of LOS and how it interacts with terrain and other models or a rule for weapon recovery, yea that sucks.

That only really works if I am silly enough to hang my bazooka on the end. In any TLOS game I've played, our group has never really had that issue. Currently TLOS is the best mechanic.

LOS is a little more complicated than that. Friendly soldiers do not block LOS. Enemy soldiers obscure LOS to soldiers, but enemy soldiers neither block nor obscure LOS to vehicles. Vehicles (friendly or enemy) do not block LOS, they only obscure it. LOS obscured by soldiers grants soft cover, LOS obscured by vehicles grants hard cover. But obscured targets can still be allocated damage. So there would be no way to arrange your own forces so as to ensure a particular model in a unit takes all the damage from an attack.

Having actually played the game and using the TLoS rules, I personally think they work really well. Yes, this means people will have to be aware of what models they have out in the open because your right that lone dude not in cover is going down. Since cover applies to the unit and armor as well that lone dude will get cover and armor saves, but any wounds that get through and he is going down. Learn to not put your lone bazooka out in the open then and it wont happen.

Not really, unless the cover in question completely blocks LOS to the rest of his unit. If they are only in cover but still visible/obscured, you can spread the damage. The flip side is that if he is the only guy visible, then regardless of how much damage the enemy does, only one guy gets whacked.

I'm a bit of a stubborn mule, and despite playing 40k and Fantasy, I refuse to "bend over to the level of the model to check from its eyes" as a rule. Might be also because I'm 6ft 7 (or whatever, over 2 m anyway).

So long as the game can be played in a jovial and agreeable manner without really having to do that all the time, I can live with TLOS, although it just is vastly inferior to terrain height etc. in my mind.

Sami K said:

So long as the game can be played in a jovial and agreeable manner without really having to do that all the time, I can live with TLOS, although it just is vastly inferior to terrain height etc. in my mind.

completely agree. I know my personal group will have no issues, but already dread store play.

So now that the book has shipped, do we know more about the combat resolution mechanics?

It looks like Dust Warfare may have the best new gameplay sequence (what with orders, reactions, suppression etc.) but unfortunately might not have the best resolution mechanic, since it carries over the Dust Tactics mechanic, which perhaps fall short when it comes to unit diversity and ability to reflect different skill levels.

From playing a couple games A3 troops are tougher then A2, but causalities due wear them down quick. I think the cover system helped level the playing field between the two. In tactics an A2 squad could just use hard cover and with good rolls absorb all incoming damage, they can't do that anymore so the superior firepower of most A3 squads can take them out. Some weapons had there damage against A3 reduced as well, also if the A3 squads get into CC, they can't be hurt by any A2 squad but Zombies since they separated the knife and grenade into separate weapons. Working out attack actions are easy, you can still split fire, roll your dice, determine damage, opponent roll armor, subtract cover then opponents remove causalities. It fast, works well IMO.

felkor said:

So does that mean if a unit is in soft cover, there would be no point in even trying to fire at them with a 1/1 weapon (or a 2/1 weapon for someone in Hard Cover)? The cover always blocks the first 1 or 2 wounds?

No. When a unit is shot at, they make an armor roll, as a UNIT, not individually. This is a number of combat dice equal to their type, so a Soldier 2 unit would roll 2 dice and each die that scored a hit removes one wound that would be applied to the unit. Soft Cover adds one hit to this roll, and Hard Cover adds 2. So the indicated unit could reduce wounds by 1-3 in soft cover and 2-4 in hard cover.

Gobbo said:

felkor said:

So does that mean if a unit is in soft cover, there would be no point in even trying to fire at them with a 1/1 weapon (or a 2/1 weapon for someone in Hard Cover)? The cover always blocks the first 1 or 2 wounds?

No. When a unit is shot at, they make an armor roll, as a UNIT, not individually. This is a number of combat dice equal to their type, so a Soldier 2 unit would roll 2 dice and each die that scored a hit removes one wound that would be applied to the unit. Soft Cover adds one hit to this roll, and Hard Cover adds 2. So the indicated unit could reduce wounds by 1-3 in soft cover and 2-4 in hard cover.

If all you are considering is doing damage, then no, there is no point. However, you are forgetting a critical part of the game which sets it apart from 40k and others - Suppression! Even a 1/1 shot can suppress a squad if you get a hit (ok, 33% chance, but still…) If you can successfully suppress a unit, then you can set up other units to move in for a more effective kill, without worrying about reactions. In this regard, units that won't kill the enemy can be very effective. I love this part of the game, and like I said, think it really sets it apart from any other mini game I've played.