naval
Moderators: hammy, terrys, Slitherine Core, FOGR Design
-
expendablecinc
- 2nd Lieutenant - Elite Panzer IVF/2

- Posts: 705
- Joined: Tue Aug 22, 2006 2:55 pm
naval
One of the things I like about Fog R is the inclusion of naval consideration. basically I like the idea of modelling a few ships as part fo the tabletop spectacle so am drawn to the lists with naval potential.
In play is the naval proving of any benefit whatsoever? Fog R armies seem pretty small and an I wonder if a six inch naval range with a paltry sinx inch coast has much of an impact. It doest seem much benefit agressively. If you push up on that flank with average mtd, enemy will be out of range of the ships anyway before they charge you from the centre of the table.
Is naval a tactical option or really purely for modelling spectacle?
Athony
In play is the naval proving of any benefit whatsoever? Fog R armies seem pretty small and an I wonder if a six inch naval range with a paltry sinx inch coast has much of an impact. It doest seem much benefit agressively. If you push up on that flank with average mtd, enemy will be out of range of the ships anyway before they charge you from the centre of the table.
Is naval a tactical option or really purely for modelling spectacle?
Athony
Which is a 2/3 chance it remains (or more, if the other player has naval or doesn't mind a coast and doesn't anticipate you having any). What you get is 3 dice with a 6 MU range available to harass the enemy and provoke death rolls anywhere along the coastline. If the enemy moves out of range of the coast after the naval is deployed after all other troops, your line of battle can outwing them by 6 MU on that flank and thereby converge fire on their end BG.
Your camp is almost certainly going to be on the coast and the naval, if nothing else, can fire on any enemy approaching it. It can also support a raid on the enemy camp if situated on the coast.
Your camp is almost certainly going to be on the coast and the naval, if nothing else, can fire on any enemy approaching it. It can also support a raid on the enemy camp if situated on the coast.
My error, the coastline can be 8" in and then they fire 6" further. For a mere 30 pts I think they are worth a gamble, not much else other than upping a FC to GC or one average foot to superior is available for that cheap a price.
I can't say I have found a GC to be as improtant in (r) as an IC was in (am) as of yet.
I can't say I have found a GC to be as improtant in (r) as an IC was in (am) as of yet.
-
deadtorius
- Field Marshal - Me 410A

- Posts: 5290
- Joined: Mon Oct 20, 2008 12:41 am
-
kevindgaming
- Administrative Corporal - SdKfz 251/1

- Posts: 127
- Joined: Tue Apr 28, 2009 3:43 pm
That should be +TWO for those in range of the great man for an impressive net +3 total (with rear support) for all units shot at within 12MU. GC's are even better in FOGR for Book 1 than IC's FOGA because the perponderance of angry lead bothering the troops morale.......deadtorius wrote:So far I have used FC's and thinking of dropping them to TC's in our small games. IC came in handy in our massive game when you were checking for shooting hits and that +1 for rear support and then +1 for being withing MR Greats range helped saved some of our units from dropping cohesion.
Kevin D.
-
rbodleyscott
- Field of Glory 2

- Posts: 28386
- Joined: Sun Dec 04, 2005 6:25 pm
Or less so because of the change in death rolls.kevindgaming wrote:That should be +TWO for those in range of the great man for an impressive net +3 total (with rear support) for all units shot at within 12MU. GC's are even better in FOGR for Book 1 than IC's FOGA because the perponderance of angry lead bothering the troops morale.......deadtorius wrote:So far I have used FC's and thinking of dropping them to TC's in our small games. IC came in handy in our massive game when you were checking for shooting hits and that +1 for rear support and then +1 for being withing MR Greats range helped saved some of our units from dropping cohesion.



