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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
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B Company, please PM me your orders when you send them off. I will move the HQ last after I know where everyone else is going. Has anyone heard/seen Hagen? I PM'ed everyone in the company but Hagen is MIA. The MMGs and HMGs can not move and fire unless broken down. It take an entire turn to reassemble a broken down weapon. DD, can I combine my two 1/2 squads into a full squad so I have more portage points to carry the HMG, and not have the HMG broken down, or do we have to deploy as indicated on your post???
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Battles are dangerous affairs... Wang Hsi |
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
I think a gun crew has the same Portage as a full squad. They can carry the gun assembled but lose MF. 1MF for each PP over 3. So carrying the HMG assemblied the crew has MF of 3 instead of 4.
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"Because we are Canadians" |
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
Pat, I've sent a PM to all of A Co with what my thoughts are for 3rd Platoon, based on what Matt sent Tom, and with Tom's intention to hit the forrest on the left. Basically, what this works out to for A CO 3rd Platoon, is:
The LMG can provide covering fire next turn, while my 2 Squads and Leader/Squad hussle up to the road in H8, to move up that road and into the Orchards to provide covering fire for 1st and 2nd; the LMG will work it's way up to J7, plant in tose woods, and blast anything that comes down from center. I will provide cover for you guys to ram that forrest on the left over whatever number of turns you want to do that in.
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"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: Reconnaissance at Korocha (SASL Tactical Discussion)
You are correct. Full Squads, 1/2 Squads and Crews all have a 3 for Portage Capacity.
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Combat Campaigns Blog |
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
No need, they have the same carrying capacity as Full Squads (this is both 1/2 Squads and Crews). All 3 units can carry 3 Portage Points.
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Combat Campaigns Blog |
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Co A platoon leaders, please post your final deployment area by Monday night, at the latest, HERE on this thread, SKIP the forms until we do our first move please.
Cheers, thanks Tom, soon to be....... HHMMMM......
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
I PM'ed everyone with this but I'll post it here for DD's sake and so it doesn't get lost.
The map with the "?" is here. Playtest: Reconnaissance at Korocha (SASL Tactical Discussion) The counters are here on Post #70. SASL (Solitaire ASL) Game Idea The high res map is here on Post #77. SASL (Solitaire ASL) Game Idea We need to be aggressive in the beginning while we have the strongest force and the element of surprise! All units of my Comp. B HQ will move X10-X9-X8 (movement phase) and then in the Advance phase move to X7. This puts the HQ MGs in position to use their long range firepower to cover the open lanes of fire to X2 and Q4. Nothing can move across that open ground without tasting lead. I can also engage a variety of targets in the following "Defensive and Prep Fire" phases in Q4, U5 and W4. During movement, you have to think ahead in this game where you want to be during the end of the Advance phase for the next two attack rounds (defensive fire and prep fire). If DD let's me, I'll bring my HMG in assembled since I have the movement to get where I need to be. Having the Italians in W8, Y8, Z7 or other nearby hexes is what is required to support the HQ. The HQ can't do it alone. However, keep them in adjacent hexes so they can form "firegroups" where they can combine fire on a single target. Keep the leader somewhere safe where it can't get shot. For the left flank, you want to end the move in hexes R8 and S8 unless we get support attack O6 and P4, in which case Q8 would also be a good spot. Split up the weapons between the two stacks so they don't all die together and keep the 8-0 commander in R9 or S9 so the "broken" can rout back to him for a "rally" if required. Same thing on the right flank. We need to engage the building in DD6 either in the advancing fire phase or the the following defensive fire phase. Hexes DD10 and DD9 are invisible to the enemy and make a quick line of attack. I'd bop into DD8, blast DD6 and then if they die or are nothing, advance to CC8 for subsequent attacks on AA2 and CC3. I'm trying to avoid micromanaging here, but for the first couple turns I'll try to be a little more "suggestive" as you troopers get your wings and see how these things play out. And don't forget! "BATTLE ARE DANGEROUS AFFAIRS!" You've got to take damage to do damage...just make sure the enemy takes more.
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Battles are dangerous affairs... Wang Hsi |
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
Quote:
__________________
Combat Campaigns Blog |
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)
Quote:
__________________
"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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