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ARC of Fire
TAC Publications; Scott Fisher & Chris Pringle
1” = 5 - 10yards
1:1 Figure Scale
Turn 5 -30 Seconds
Troops are assigned a TAC number reflecting their professionalism and a morale number. This combination allows a large number of troops capabilities to be protrayed. For example you can have Veteran troops with low moral or Green troops with high morale. A further grading comes from the use of activation cards for each squad or fire team. Each unit is given 1 to 3 cards which activate it in the turn, typically your Delta force/SAS types get 3 cards and your peasents get 1 card. It is suggested in the rules that high quality troops can work in fire teams of approximately 4 while the rest of the troops should run as squads of 10 -12 men. You can see that a Veteran, high morale, 3 activation card fire-team of 4 SAS types will be a lot more flexible than a squad of 10 green, low morale, 1 activation card opponents.
Troops operate in three modes, movement between each mode require the passing of a TAC test ie rolling under your assigned TAC number. In ADVANCE mode your squad members can move or fire as they choose ie 4 cover fire while 6 move out. CONFUSED mode only allows movement OR firing for all member so of the squad so all 10 can fire or all 10 can move, and they fire at a disadvantage. DEFEND mode allows firing only but you get benefit of cover.
AoF also has a large range of optional rules which can be dropped into your games ie a figure passing a morale check might become a hero and ignore all future morale checks; a figure might die a particulary messy death forcing a morale check on near by figures.
House Rules
Hit Modifiers: The rules apply modifiers to the die rolls to hit which are then looked up in a hit table to find out their result. I reverse the value of the modifiers and apply them to the “to hit” number ie a + 1 on the die becomes a -1 on the “to hit” number. This means you know the number you need to beat on your die throws to get a result, rather than knowing the number to beat and applying modifiers to each die roll. Makes for a quicker game.
Hit Results: Possible hit results are “Morale -1”, “Morale -2” “Serious Wound” and “Killed”. For a faster game I rule that any morale hit is simply a morale -1 and a Serious Wound is a Kill
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