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Once I get used to the ins and outs of this, I could probably do every other day. The others on my team..... I have no idea, ZERO PMs as of yet from them!!!
Cheers, group effort here please tea drinkers?? TOMMY |
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Re: Miniatures - You play - I do the work
That 88 must of shattered the windshield of that halftrack when firing across her bow like that! My thoughts on next steps were PM's to my two Mates, so hopefully orders will be heading your way soon, Magna.
__________________
"The Golden Rule of War, Speed - Simplicity - Boldness" "YOU ARE NOT BEATEN UNTIL YOU ADMIT IT. HENCE, DON'T..." -- General George S. Patton, Jr |
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Re: Miniatures - You play - I do the work
That's fine. It would be good if we can keep it rolling while everyone is focussed. The German contingent are in sync and sending orders regularly (well done boys) so all I need is some British defensive fire and orders for move three.
Moves 3 and 4 should be interesting as the infantry will be close to coming to grips. It always gets more nerve wracking when that happens. Interestingly - almost into move three and no losses at all. Well done to everyone so far and I was a bit surprised at the British tactics - nice to see them working though. |
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Re: Miniatures - You play - I do the work
MAGNA
Defensive fire ONLY tonight, because that may change my orders for turn three!!! ![]() Cheers, I think you should see what I mean. TOMMY One last thing, Disordered and supression, could you please put the specifics on those, as to what it actually means for game play, or lack there of for units "under" that condition...... Thanks Last edited by TRDG; March 30th, 2008 at 02:04 AM. |
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Re: Miniatures - You play - I do the work
Ok.
Suppression and Disorder. Both have an effect on movement and morale. Both have an effect on firing. Disordering has an effect on armour taking fire. Suppression. Moving - A double move becomes reorder and only one move. - A single move becomes reorder only. - No move becomes sit and no reorder either. Suppression takes 10% away from the movement roll. So a bad roll is that -1 for the suppression - which can result in a unit falling back one full action disordered or panicking to the rear for two actions disordered. Firing - Takes 10% from the dice chance factor. As a target - no difference. Disordered. Moving - A double move becomes reorder and only one move. - A single move becomes reorder only. - No move becomes sit and no reorder either. Suppression takes 30% away from the movement roll. So a bad roll is that -3 for the suppression - which can result in a unit falling back one full action disordered or panicking to the rear for two actions disordered. Firing - Takes 30% from the dice chance factor. As a target - 10% difference in armour value of the disordered unit. These factors become important when a unit is firing in particular. They also have a bearing when a unit has taken losses. 25% losses 10%, 50% losses 20%, 75% losses 30% off the reorder and move chances. A unit with 50% losses and a disordered model in it takes 30% for losses and a further 30% for the model which is disordered (60% of the dice roll). A unit commander can add 10% and an overall commander a further 10%. If a unit is not in view of enemy units which can fire on it it gets another 10%. If it is within 5" of an undisordered enemy it loses 10%. So lots of factors. The main thing is it stops anyone winning the game by sitting back and firing artillery and long range guns because they are not close enough to fully destroy units and not close enough to stop them reordering. Just remember a disordered unit is a good target and the more casualties you cause the more likely you are to make the opposition run away. |
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Thanks, so how do you actually "kill" something, not just make it fall back or retreat, surrender, I mean a nice clean shot that blows the turret off the tank!!! Ha Ha Ha........ How hard is it actually, I know the gun types and all depends, but in general..... need a perfect 3 hits with bad save rolls, you know.
Cheers, I love Burning German armour to light my way to their rear areas and supplies. ![]() TOMMY |
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Re: Miniatures - You play - I do the work
A good hit will destroy a unit. Basically the roll with additions and subtractions must end up at 100% or better. Tanks are harder to kill in this rule set as are well handled infantry. Although you can be lucky with shots sometimes it tends to come down more to tactics used - forcing the others side to move rather than fire etc. By rights the 88 should have mince meated the Crusader but the rolls have not been good.
BRITISH DEFENSIVE FIRE. The Crusader, Valentine, and Six Pounder fire at the Panzer IV. A suppression is gained by the Valentine of all things. The other shots are not what you would call great. The Dingo opens up with a light machine gun at the other end of the ridge. This bloke means business. That is the end of move two. Still no losses. No pic this time as nothing has changed from the German move except the suppression of the Panzer IV. The British will be next with their third move. Things will hot up from now on with the ranges closing. |
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I see, I think I'm starting to get the hang of it, I'll check back tonight after work and maybe cut some orders to move things along......
Cheers, may be a few PMs for details on a couple questions though today!! ![]() Cheers Tommy |
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