For Rally: the rules specify that when a squad loses the Squad Leader, another model is immediately designated as the Squad Leader, it is not a rank, it is an appointment. In the cases seen in this video, the guy pinned by himself can attempt to Rally during Command Phase as he has become the de-facto leader of his own Squad. AT-4: rules have been added in the Spec Op website to go with the AT4 miniature. AT-4 HEAT RI 24" LTY 2+ Min range 6", Frag 2", Tank Killer, Encumbering AT-4 HE RI 3" LTY 3+ Min range 6", Frag 4", Encumbering I think the Tank Killer special rule is not in the rulebook anymore. In v1 you can find it under Javelin missile for example, but no longer in rules v2. Might have been a while since this was filmed but I am new to the game and learn rules through watching these videos when going through the rulebook. I want others to benefit from that too.
Good game lads, can’t wait for the next. As for a rule suggestion: Target priority - when engaging an enemy group that is behind “tall” intervening cover (such as a large fence, a large wall with gun ports/holes, etc) or a group that is touching intervening “tall” or “short” cover (such as a car, windowsill, short wall, sandbag wall, etc) roll as normal to hit, however do not declare individual targets instead when hits are rolled, and saves are made, roll randomly to determine who is killed. On a 5+ the shooter can choose who is killed/wounded, on anything else the defender chooses who is killed/wounded. - note SpecOps/First Rate Operators (Elite) choose their targets on a 4+ vs the normal 5+. Militia and untrained forces choose their targets on a 6+. I feel this rule might help with making cover slightly more useful than just being a slight penalty to hit (especially for the elite operators) plus its more true to the fact that you don’t always get to engage the same target you choose, especially when their ducking in and out of cover. Your target might pop up, shoot a few rounds off and before you can put a round on him he’s down, but his buddy pops up beside him so you can quickly put him down vs waiting for the one guy who might only next time blind fire or have moved position or edge out or fire from a slightly different angel/area. In addition another rule you might want to try: Indirect RPG/ RPG Mortar Fire - a Player using a weapon such as a RPG-7, May choose to fire them weapon indirectly at a target instead. Roll to hit as if firing a blind mortar with additional -1 penalty. On the very very small chance they hit their target. Good shot, resolve as normal. On every other occasion, roll to scatter but roll 2D6 with a minimum of 4” scatter. This is due to the standard RPG rocket not being its usual uncontrollable self, and the fact that these weapons ain’t properly designed to be used as such, but welcome to irregular forces, they like to do weird things. - note this second rule is inspired by the stories I heard from some of the guys in the British Legion (was a cadet with the RAF so I got to hear lots of stories from guys serving in the Gulf and Afghan wars. And yeah, a few talked about how the Taliban in Afghan would use RPGs as improvised mortar devises, firing them from long range distances at their base/camps. We’re never that effective but did they cause the biggest scare in the world. Edit. I agree with your Leader roll rule. While I think spectre is an interesting game, I think its rules.... they heavily favour elite operators and symmetrical based warfare vs asymmetrical warfare - especially since it can be a fast paced kill system but also a slow slog when dealing with dozens of wounded milita troops who can’t hit bugger all after being wounded or suppressed. It’s a good rules system, tho it feels best when used in RPG like scenarios where multiple people can control the operators and the GM the enemy (as you show here) or more for games with symmetric Operator groups or small professional groups vs Militia, Trained or prof groups. Also I’d also take a rule from Sharp Practice - Prominent Leader. If a Leader is killed, roll a dice for each group and if it’s a success, another person takes command just at a lower command status. While operators may literally just be able to take command instantly off each other or maybe on a 2+ representing the small chance that everyone’s a bit to distracted at the moment to start taking command initiative. While for Militia Forces it might be a 4\5+ representing their lesser quality of command - tho small rules like them being fanatics might give them bonuses or like I see some people do, having militia groups lead by “Trained” leaders with the ability for a Trained soldier to potentially take over a lost Trained Leader position.
Reece Dignan good suggestions. Militia Leaders dying and the survivors not being able to rally shock is a problem. It adds permanent negatives to their initiative roll which makes it impossible to ever get the initiative. They have a slim chance anyway but one guy (or more) hanging around pinned makes it totally impossible. We will house rule it that anyone can attempt to rally. And if a militia guy can’t then after so many turns he dan just be pulled from the board.
@@tabletopcp Personally, I hate memorizing rules and rolling more dice than necessary, so when it comes to house-ruling, I prefer to go for simple bonuses or reusing things already in the rulebooks. I seem to remember the rulebook includes a rule where militia units get +1 to rally rolls for every extra ten guys on them. You could house-rule that for every ten militia models on the table, the militia player gets +1 to his iniative rolls. While it makes sense that elite troops can act more quickly thanks to training, experience and ISR assets, "quantity is a quality all on its own", and sheer numbers can swamp the ability of elite troops to react. Also, militia forces can pull off some tricks, such as when in Mogadiscio they would set off fires and build barricades. I don´t have the rulebook in hand right now, but from what I can remember, militia forces do seem to lack off-table assets that could help them out such as the ones I just mentioned (MSRs being blocked, fires for long-distance signaling, etc...). I suggest you house-rule a few of those to either give the militia player +1s to initiative rolls, or to straight-up set a minimum initiative he cannot fall below (religious fanaticism or the presence of a nearby holy site might motivate the militia to fight harder, among other reasons such as effective propaganda, a leader prone to shooting cowards, etc...). As for shooting and targeting priorities, I suggest that when elite troops fire at targets, they can choose to shoot at models as usual. Every unit in the other tiers has to follow the "Sustained fire" rule: choose a single model, and every shot must go on that guy and his closest pals first, then the rest of the unit. This would simulate troops happening to fire into the same targets or area due to instinct, reflexes, quick orders from their squad leader, etc... whereas elite troops are quicker on the uptake, picking out the more important targets and shooting them first.
Your crew would probably look like your operators. They are not in a specific gear or uniform like tank crew might be. In need of these models, love the look!
Looked like a great game, I never saw the ramming coming haha! And apologies if you've already figured this out, I'm still catching up on the Spectre videos but I think you missed the part in the rules that says *any* model in a squad can be a squad leader as it's an appointment and not a rank. If the actual Commander or NCO leading a squad goes down one of the grunts will step up and take over the squad leader role, even though they'll have the same stats as everyone else. So a squad of 1 Militia NCO and 6 Militia Soldiers reduced to 2 Soldiers by enemy fire will still be able to use the rally command, as one will be the slightly lonely leader of the squad! Same goes for dudes stuck on their lonesome I guess.
I'm don't have my rules for v2 but I remember there being a disposable AT launcher which had some great special rules like +2 targeting and +4 penetration roll (might have been the tank killer rule).
For Rally: the rules specify that when a squad loses the Squad Leader, another model is immediately designated as the Squad Leader, it is not a rank, it is an appointment. In the cases seen in this video, the guy pinned by himself can attempt to Rally during Command Phase as he has become the de-facto leader of his own Squad.
AT-4: rules have been added in the Spec Op website to go with the AT4 miniature.
AT-4 HEAT RI 24" LTY 2+ Min range 6", Frag 2", Tank Killer, Encumbering
AT-4 HE RI 3" LTY 3+ Min range 6", Frag 4", Encumbering
I think the Tank Killer special rule is not in the rulebook anymore. In v1 you can find it under Javelin missile for example, but no longer in rules v2.
Might have been a while since this was filmed but I am new to the game and learn rules through watching these videos when going through the rulebook. I want others to benefit from that too.
I like your pointer that’s cool.
Somebody has been watching Black Hawk Down. Love it.
Im really enjoying this series . The bmp was great.
I just printed off that MRAP...
This looks like a great Tabletop game.
I’m just finding out about this game because of your channel! I really like what I’m seeing, keep up the good work, and great content! 👍👍👍
Good game lads, can’t wait for the next.
As for a rule suggestion:
Target priority - when engaging an enemy group that is behind “tall” intervening cover (such as a large fence, a large wall with gun ports/holes, etc) or a group that is touching intervening “tall” or “short” cover (such as a car, windowsill, short wall, sandbag wall, etc) roll as normal to hit, however do not declare individual targets instead when hits are rolled, and saves are made, roll randomly to determine who is killed. On a 5+ the shooter can choose who is killed/wounded, on anything else the defender chooses who is killed/wounded.
- note SpecOps/First Rate Operators (Elite) choose their targets on a 4+ vs the normal 5+. Militia and untrained forces choose their targets on a 6+.
I feel this rule might help with making cover slightly more useful than just being a slight penalty to hit (especially for the elite operators) plus its more true to the fact that you don’t always get to engage the same target you choose, especially when their ducking in and out of cover. Your target might pop up, shoot a few rounds off and before you can put a round on him he’s down, but his buddy pops up beside him so you can quickly put him down vs waiting for the one guy who might only next time blind fire or have moved position or edge out or fire from a slightly different angel/area.
In addition another rule you might want to try:
Indirect RPG/ RPG Mortar Fire - a Player using a weapon such as a RPG-7, May choose to fire them weapon indirectly at a target instead. Roll to hit as if firing a blind mortar with additional -1 penalty. On the very very small chance they hit their target. Good shot, resolve as normal. On every other occasion, roll to scatter but roll 2D6 with a minimum of 4” scatter. This is due to the standard RPG rocket not being its usual uncontrollable self, and the fact that these weapons ain’t properly designed to be used as such, but welcome to irregular forces, they like to do weird things.
- note this second rule is inspired by the stories I heard from some of the guys in the British Legion (was a cadet with the RAF so I got to hear lots of stories from guys serving in the Gulf and Afghan wars. And yeah, a few talked about how the Taliban in Afghan would use RPGs as improvised mortar devises, firing them from long range distances at their base/camps. We’re never that effective but did they cause the biggest scare in the world.
Edit.
I agree with your Leader roll rule. While I think spectre is an interesting game, I think its rules.... they heavily favour elite operators and symmetrical based warfare vs asymmetrical warfare - especially since it can be a fast paced kill system but also a slow slog when dealing with dozens of wounded milita troops who can’t hit bugger all after being wounded or suppressed. It’s a good rules system, tho it feels best when used in RPG like scenarios where multiple people can control the operators and the GM the enemy (as you show here) or more for games with symmetric Operator groups or small professional groups vs Militia, Trained or prof groups.
Also I’d also take a rule from Sharp Practice - Prominent Leader. If a Leader is killed, roll a dice for each group and if it’s a success, another person takes command just at a lower command status. While operators may literally just be able to take command instantly off each other or maybe on a 2+ representing the small chance that everyone’s a bit to distracted at the moment to start taking command initiative. While for Militia Forces it might be a 4\5+ representing their lesser quality of command - tho small rules like them being fanatics might give them bonuses or like I see some people do, having militia groups lead by “Trained” leaders with the ability for a Trained soldier to potentially take over a lost Trained Leader position.
Reece Dignan good suggestions. Militia Leaders dying and the survivors not being able to rally shock is a problem. It adds permanent negatives to their initiative roll which makes it impossible to ever get the initiative. They have a slim chance anyway but one guy (or more) hanging around pinned makes it totally impossible. We will house rule it that anyone can attempt to rally. And if a militia guy can’t then after so many turns he dan just be pulled from the board.
@@tabletopcp Personally, I hate memorizing rules and rolling more dice than necessary, so when it comes to house-ruling, I prefer to go for simple bonuses or reusing things already in the rulebooks.
I seem to remember the rulebook includes a rule where militia units get +1 to rally rolls for every extra ten guys on them. You could house-rule that for every ten militia models on the table, the militia player gets +1 to his iniative rolls. While it makes sense that elite troops can act more quickly thanks to training, experience and ISR assets, "quantity is a quality all on its own", and sheer numbers can swamp the ability of elite troops to react. Also, militia forces can pull off some tricks, such as when in Mogadiscio they would set off fires and build barricades. I don´t have the rulebook in hand right now, but from what I can remember, militia forces do seem to lack off-table assets that could help them out such as the ones I just mentioned (MSRs being blocked, fires for long-distance signaling, etc...). I suggest you house-rule a few of those to either give the militia player +1s to initiative rolls, or to straight-up set a minimum initiative he cannot fall below (religious fanaticism or the presence of a nearby holy site might motivate the militia to fight harder, among other reasons such as effective propaganda, a leader prone to shooting cowards, etc...).
As for shooting and targeting priorities, I suggest that when elite troops fire at targets, they can choose to shoot at models as usual. Every unit in the other tiers has to follow the "Sustained fire" rule: choose a single model, and every shot must go on that guy and his closest pals first, then the rest of the unit. This would simulate troops happening to fire into the same targets or area due to instinct, reflexes, quick orders from their squad leader, etc... whereas elite troops are quicker on the uptake, picking out the more important targets and shooting them first.
Your crew would probably look like your operators. They are not in a specific gear or uniform like tank crew might be. In need of these models, love the look!
The armored vehicle that the insurgents are using is not a tank it is a soviet IFV. It mounts a smooth bore gun and does not have thick armor
The 50cal is brutal. Yea that's way it's still being fielded after 102 years of service. First used in 1918.😊
I 3D print way too much I recognized the Blackhawk crash I have 2 of them in my room and the MRAP I saw the 3D print lines
Looked like a great game, I never saw the ramming coming haha! And apologies if you've already figured this out, I'm still catching up on the Spectre videos but I think you missed the part in the rules that says *any* model in a squad can be a squad leader as it's an appointment and not a rank. If the actual Commander or NCO leading a squad goes down one of the grunts will step up and take over the squad leader role, even though they'll have the same stats as everyone else. So a squad of 1 Militia NCO and 6 Militia Soldiers reduced to 2 Soldiers by enemy fire will still be able to use the rally command, as one will be the slightly lonely leader of the squad! Same goes for dudes stuck on their lonesome I guess.
Would you be able to give the source on that MRAP?
Anthony Schmidt it’s a 3d print a friend of mine did for me. I believe it came from thingiverse
i printed one on my resin printer today, pretty well detailed. scale it to 178.6% for 28mm play.
Good battle!
Can u make a video on how you painted your bolt action US soldiers?
It's a red dot optic, it literally can't be a red dot laser scope.
Hehehehe.... every time ANYTHING happens.
I'm don't have my rules for v2 but I remember there being a disposable AT launcher which had some great special rules like +2 targeting and +4 penetration roll (might have been the tank killer rule).
Spencer Nottke oh? Haven’t seen that rule
@@tabletopcp I'm certain they had it in the v1 rules. Can't remember if it carried over into v2