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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
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Combat Campaigns Blog |
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OK Mike, that is not so good, so now I need the specifics on how far the AT gun can be "pushed", over what terrain, and by min/max number of guys, PER TURN. I do BET though that in the real war, that h-t could actually do that, some kind of jury rigged deal as to the hook up!!! I'm sure it even might have been pretty common........
![]() ![]() No "Cheer" for this one, but my mistake for trying out new ideas and thoughts Co A and B........ Co Tomzak |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
You need to remember the time scale of an ASL senario. In real terms a whole game is a matter of a few hours. So the time does not exist to find rope to jury rig a way to tow the gun.
A half squad or a crew is all that is reguired to mmanhandle a gun. Movement cost is doubled for the for each hex. In addition as each hex is entered a die roll is carried out to see if that as far the gun can pushed that turn. Each extra crews or half squads (for example the other part of the full squad) give a bonus to the die. Any terrain none clear terrain gives a negative to the die. The crews or squads pushing the gun cannot do anything else in the turn. In real terms in the short period of game a gun could be pushed a few hexes only. A crew or half squad with a leader in the open can move the gun 3 (4 if they rest every second turn) hexes max. Addition crews and squads do not allow the gun to pushed faster but instead mean it is less likely that terrain will stop them. It is possible that the gun will move less then 3 hexes if the crew fails the die (they are just to weak). Regardless of the amount terrian crossed it will be the only action the squads or crews or crew carry out that turn. My squad and the leader could like push it 2 (maybe 3) hexes in turn but that will be the only thing they will be doing. My squad would have to leave the mortar behind while pushing. If I fire the gun I have a +2 on the die roll to jam the gun. I have a 4 penality to hit a target. My accuracy at longer range then 6 hexes also suffers. To sum up If an HQ crew cannot be spare to man the guin it is worthless to us. If a leader cannot be spare to supervise the pushing of the gun, max speed will be 2 hexes in clear terrain.
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"Because we are Canadians" |
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Thanks Pat, Now I really kinda wish I would of known that before, but.... Let me think on this a bit, and the Co of 2nd Co can post here on how bad he wants that gun, and NOT after next turn, this one please...... LOL
By then it may be to late I think!! Cheers Co Tomzak |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
As far as I know PatBC nailed it as far as the ATG goes.
It will take 2-3 turns to get a crew to the gun and by then the battle should have moved past it's position. We may get another vehicle that will allow us to tow the gun, but that is just a random chance at this point. As long as we don't let the Soviets retake the gun, it's not a threat. It might be worth the time to push it out of the building now for possilbe hook up later.
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Battles are dangerous affairs... Wang Hsi |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
I think there not much chance of getting vehicle that can tow it. It there was a crew a turn or away I think might be worth having the gun but I do not see that.
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"Because we are Canadians" |
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OK, the choises are
1. Leave it be for now. 2. At least get it out of the house, so we might "roll it out" later. 3. reposition the gun and fire with squads available at the other russian held houses. 4 Spike the gun. 5. Move it a bit closer to Co B, then they can decide if/when they can "play" with it. Cheers, opinions please..... Co Tomzak I will cut orders tonight after work, and MS asked me to run her turn, she is fairly busy, so I will do that also, so beware Co B commander ![]() ![]() BIG EVIL SMILE my friend!!!
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
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I already posted orders for MS. Since her units can neither move or fire it wasn't too hard...
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Battles are dangerous affairs... Wang Hsi |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
Ok next turn My squad and the leader will roll it out of the house. I likely roll it to 17/O4. I do not want try 3 hexes as it will exhaust my leader and the sqaud
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"Because we are Canadians" |
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