Small arms combat: Last Hundred Yards [LHY]

Test Fire Combat for Last Hundred Yards:

During Turn 4, the US took initiative. They elected to pass. Then asked for Reaction. The Germans decided to see if they could disrupt or suppress any oppfire for when they head across open ground.

So they elect to Reaction Fire.

The firepower of Lang’s unit is 1. they have an effective range of ten. Notably higher than the US [6] (Im guessing htis implies experience and skill as well, not just gun ranges.

The range to shot is 3.

US Lt Jackson’s men are in a wooden building. -2 TEM

So for a start the net of DRMs etc is 1-2=-1 DRM to the combat result roll.

Lets see the DRM list. We need to adjust for range. Given the unit has a range of 10 we go to that column. and see that at range 1-3 there is no DRM, but if I was shooting at a unit 4 hexes out I would earn a further -1.

This is interesting, but we will talk more about range and its impact after we finish the scenario.

Finally now we have assessed all the mods for a fire, the Germans get to roll a die.

This is the CRT. They roll a 4….sigh…. From the above we take our -1 for a net of three [3]. This number is compared against the cohesion value of the defender/enemy. Who happen to have a 6 rating. Thus No Effect. If the roll had been hirer and equaled the cohesion of the best unit in the hex, we would apply the Ldrs rating and subtract 1, forcing a save. Obviously if the die roll was higher than cohesion we would disrupt the enemy achieving our goal.

So that is a simple small arms engagement.

any one who has played please comment and check my use of the rules. Did I get it right!!!?

This game is aptly called Last 100 Yards for a reason. I can see that combat is going to rely on position, flanking, and close range effects, as well as Assualts no less. Ok. off to turn 5.

2 thoughts on “Small arms combat: Last Hundred Yards [LHY]

  1. Nice explanation, and seems to jibe with what I saw on the GMT tutorial video Wondering why the fire values seem to be so low across the board (to use an inapt pun).Also, in your example, I notice the German MG nest has a firepower of 1 also. Albeit a longer range, shouldn’t it produce more fire than what I presume to be a rifle squad?

    Anyway, looking forward to delving into this when it arrives at my doorstep. Maybe you’ll fancy a Vassal scenario or two in the coming weeks?

  2. Beat “combat unit” in the hex if taking fire. If the best combat unit is degraded everyone else in the hex does a cohesion check. Leaders are not “combat units”. That’s just a clarification on your execllent post.

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