House Rules

Obviously, FoW was originally comprehensively play-tested and has evolved over the, now four, issues but with our limited understanding of the rules, we figured we’d improve the book no end and introduce¬†a few of our own rules to make it better yet.

Deployment

This was defo one of Stigger’s. Instead of deploying all the models for platoons, each in turn and all immediately open to view, we place simple cards on the table of battle, with the platoon type written on them but concealed from view. The player then gets to choose when to reveal his cards, or platoons.

The cards move at the pace of their representative kit.

Platoons can stay hidden for turn after turn, if the player so desires. His opponent only knows that ‘something’ is in that spot. But they reveal when they shoot, when a line of sight is gained by the opposing player or our Reconnaisance rule kicks in.

Artillery Observers

These guys can come on the field as and when the player desires. Their appearance is independent of the show of their associated guns – so the opponent sees an observer team running around but doesn’t know the weapon they’re spotting for until it opens up on him.

Reconnaissance

This couples up with the house deployment rule via cards and says that a recce unit will force the reveal of a deployment card when it comes within 30 cm of that card.

An ordinary, non-recce, unit betrays the hidden platoon at 15 cm.

Game Length

Nuttin’ and nobody can win before the close of turn four, regardless of scenario rules about victory conditions. Even if they’re fully achieved. The game can only be called at the end of the fourth turn.

And no company morale checks closing the game down until turn four. You fight on, soldier.