Quote:
Originally Posted by scJazz
I might be totally insane but I've always thought they have exactly the same number of shots during OPFire that they have during their turn, minus whatever suppression effects cause.
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Err - nope, not at all.
Guaranteed Opfire Shots = any
unused shot opportunities left over from your phase. (i.e. after any voluntary firing, movement, and suppression)
GOS will be reduced if they receive any further Suppression, damage or adverse morale results in the enemy phase of course!.
Once GOS are reduced to zero by opfiring/other effects in the enemy phase, then an experience/suppression/morale test gets taken when a new opfire opportunity arises.
If that small chance, but significantly better for unsuppressed experts test passes, then an extra opfire shot is allowed. That is over and above the original SSI code, and was specifically designed by us to stop the "teasing out opfire shots" tactic. In the original SSI version, once you had made the Tiger expend its shots then you were guaranteed a free ride. Now in our system, you are not. Plus in our code the Tiger tends to prioritise opfire shots to avoid the cheap trucks etc and concentrate a bit more on dangerous stuff.
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So - if you think the enemy will be frisky enough to require lots of opfire, then do not fire voluntarily in your phase, so leaving GOS high, do not move, and reduce any bad S by rallying.
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I quite often leave the rifle line unfired, when defending or otherwise expecting there to be a bit of a firefight - firing only support weapons from the rear area behind the line (MMG/AGL into clumps or stacks of enemy grunts, snipers at depleted squads or AT teams or MMG or any spotted enemy sharpshooters, etc).
Rifle platoon HQs I usually leave just behind the rifle line as well - those are almost always left unfired even if the rifle line fires, as security (and to stop enemy putting S on my commanders
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). HQs should never take the point...
Cheers
andy