![]() |
|
|||||||
| Notices |
| Game Archives For completed games to be "parked". |
![]() |
|
|
LinkBack | Thread Tools |
| Sponsored Links |
|
|||||
|
Quote:
Speaking of raving loons Bren Carrier Bob reporting as this telegram told me to do... just had a quick look AAAAHHHHHHHH Just kidding!! I'm late but have fought many battles with SP similar in scale and scope. PM and E mail is OK and Chat when I'm home. I'm at work now and chat don't work here. I'm the FNG put me where you will.......after tea of course!!
__________________
Eternal War (Gaming) Panzer Bob We're going to stay to bear witness to what the rest of the world doesn't want to see. LtGen Romeo Dallaire |
|
|||||
|
Re: Miniatures - You play - I do the work
Don't worry. We want you to stick around so we won't put you in a Bren Carrier.
More info. Close Combat. This can be declared at the end of a units movement phase if that unit is within 1" of an enemy. Close combat is very good when you have superiority in numbers as each unit involved gets a roll against the enemy unit. Infantry can overcome tanks by attacking from a flank. A unit or units declaring close combat must take defensive fire first as all close combat is resolved at the end of a sides move (after the defensive fire phase). Example. 1 platoon of infantry has advanced and surrounded an enemy tank. They declare close combat with one section attacking the tanks front and one more on each side of the tank. The tank uses it's defensive fire and eliminates the section in front of it, leaving two attackers for close combat. The tank has a close combat factor of 3, reduced to 2 because it is being attacked on the flank. The infantry have a close combat factor of 2. The tank is rolled for on a 10 sided dice once. 2 is added. We will say the roll is 4 giving a total of 6. Each of the 2 infantry sections get a roll. They roll a 3 and a 5. Add 2 to both and the highest number becomes 7 (the 5 doesn't count - only the highest roll). The infantry win by 1. The tank reverses for one full action or to nearest cover and is disordered. One of the infantry sections can occupy the position vacated by the tank. There are a couple of scary results in these rules; lose by 4 - eliminated - don't close assault 1 infantry section with your best tank - you could lose. Both sides equal - both sides lose one unit. Some tanks and infantry are better for close assault than others. Churchills, KV's, Engineers, Flame thrower units, very nasty - can have up to plus 5 or 6. Heavy tanks are good at close combat too. Most infantry is plus 1 or 2. Suppressed units lose 1 on their roll. Disordered units lose a full 3. These are good units to close assault as they may actually get a negative. Taking the same example with the same rolls but this time the two infantry units are also fired on in the defensive fire phase. The first unit which rolled a 3 is suppressed - their roll becomes 3 + 2 - 1 (suppressed) giving a four. No good. The second unit is disordered by fire before the close combat as well. Their roll was a 5. It now becomes 5 + 2 - 3 (disordered) giving a four. The tank still gets it's six so it wins by two in this case. The infantry are thrown back disordered and in trouble. Hopefully this all makes some sense and we will go through it again during play as it always happens. The things to remember are - support units whether attacking or defending. Disordered units are prime targets for close assault. Infantry are very good at supporting tanks when fending off close assaults (don't charge in with tanks unless you are sure there are not enough units capable of disordering your armour close to where infantry could move in to close assault - this can have serious consequences). In other words - don't expect to win just by blasting away or rushing in with tanks. Use of infantry can stifle the opposition to the point where they break or have to try something else. This is from experience as I have moved armour forward fast so many times and ended up with no infantry when the proverbial has hit the revolving thing. It is easy to do. I have to stop now, the coffee rush is wearing off..... (That was decaf you know... Was it ? Bloody good for decaf then...... you're supposed to drink it - not snort it through a straw.... I didn't have any milk though.....) This is your umpire speaking ....... normal service will be resumed as soon as the medication has had a chance to take effect. |
|
|||||
|
Re: Miniatures - You play - I do the work
Bob...welcome aborad the winning side, Mate! Glad to have ye!
Love the Avatar! I was going to buy the Artist signed poster of that very design at Origins Game Expo last July, but figured my wife would not appreciate it all too much in my game room, so I bought a little more toned down gem...she tolerates it. |
|
|||||
|
Re: Miniatures - You play - I do the work
PLEASE NOTE - as there is a bit of confusion on this - there is no turn limit.
Just be aware if we get to turn thirty with this scenario then something is wrong and I will have to bring in the Bombers. |
|
|||||
|
Thanks MAGNA,
How does Arty work under your rules? Ammo Load Outs? How many rds or missions Preregistrated Fire, On call, Barrages? Smoke?
__________________
Eternal War (Gaming) Panzer Bob We're going to stay to bear witness to what the rest of the world doesn't want to see. LtGen Romeo Dallaire |
|
|||||
|
Re: Miniatures - You play - I do the work
Artillery. First action of a move sequence (includes mortar fire).
Generally on call with a roll to call in successfully. A target point is chosen and others may be hit according to the battery size. Mortars are good for tight targets and can be fired as direct sight weapons - you must have the target in sight from the mortar to do this. Artillery is usually available for the whole game. If not, it must be specified. Smoke missions are available at two per unit (mortar or artillery battery). Smoke lasts for two moves with minus 2 if firing through it in the first round followed by minus one in the second. Artillery can negate bonuses for troops who are in improved positions. Artillery hits armoured vehicles according to the flank rating rather than frontal armour. You can call for a concentration mission where the area hit is halved but the effect has a bonus. Not usually enough to kill a medium tank or better but can disorder. Definitely capable of destroying lighter armour. If ever you are a Russian commander most of the time you cannot use a concentration mission. Different nationalities have different ratings for calling in artillery. In this scenario they are mostly the same (70% chance of a call in). Spotters and company commanders can call in artillery. Spotters can see further as can recce units. If no spotting is available a suspected target may be fired on. A suspected target is usually one that has fired but was not seen before hand. It can also be a specific feature such as a house. Suspected targets get a reduction when firing as firing for effect cannot be notified (firing in hope really). Artillery is not usually able to inflict massive losses but can suppress and disorder. Don't bunch up in other words. Armour is not usually a good target. Artillery and mortar fire is not available in the defensive fire phase. |
![]() |
| Bookmarks |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Women at Work | Hobilar | Civilian Life | 4 | October 22nd, 2008 02:09 AM |
| [TS] A Day of Infamy, Two Years of Hard Work | RSS Bot | RSS Feeds | 0 | December 22nd, 2006 01:41 AM |
| OP-ED CONTRIBUTOR; A Day of Infamy, Two Years of Hard Work | RSS Bot | RSS Feeds | 0 | December 14th, 2006 06:05 AM |
| OP-ED CONTRIBUTOR; A Day of Infamy, Two Years of Hard Work | RSS Bot | RSS Feeds | 0 | December 7th, 2006 09:34 AM |
| I wanna play daddy! | Klaus | Kilroy's Place | 4 | July 24th, 2006 05:28 AM |