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Co A, this is'nt set in stone, but Pat, can you assault the AT gun and capture it, then Co B will get the gun and man it with one of their crew squads for the armour that is over in their section of the battlefield.
Cheers, your thoughts Co A? Co tomzak WR, maybe help in the assault or use covering fire on that other house that is in line of site to the AT gun house. Matt, move into the orchard, first hex maybe and spread out a bit more, check for shots at the house closest to the AT gun house as well!! I may just run one rifle squad into the trees and get a ? activated, or maybe the whole of Co A HQ, not sure yet..... The h-t will probably end up by Matt by the orchards to, depending, or maybe help assault the AT with its AA gun...again, not sure here yet. |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
Well, I certainly don’t mind throwing myself in the Lion’s Den with Pat on an assault, but I’d have to see where and how he moves, first.
My concern, for me as well as Pat is, Defensive First Fire (DFF) in the Open of hex O7 or P6 from the enemy in the building hex Q4. Now if I understand the rules correctly, the enemy can stop our movement and DFF at full firepower (FP)…say in hex O7 from Q4 (I believe there is LOS); but since it only cost us 1 movement factor (MF) to expend in O7 (and an enemy unit can’t DFF/Subsequent First Fire (SFF)/Final Protective Fire (FPF) on a moving unit in the same location more times than the number of MF expended in that location during that MPh…in this case, I MF), Q4 can only shoot once….but of that shot, the enemy gets the benefit of a -1 First Fire Non-Assault Movement (FFNAM) dice roll modifier (DRM) because in this instance, we moved more than one hex (hence, non-assault movement), AND a -1 First Fire Movement Open Ground (FFMO) DRM since we are moving through Open Ground. That’s Nasty! Now, I think I can move my units from M9 and N8, both through M8, over the hedge into M7 into N6…and then Assault move into the enemy hex of O6 for CCB. Wouldn’t this be more prudent? Unless what I bring up for Open Ground DFF/SFF/FPF is all wrong…..Mike, we may need some more hints and clarification on some of these rules. Pat and Shannon clearly know the rules a lot better (I suspect) than the rest of us (the majority of which are playing for the first time). I, for one, am starting to feel a little left behind in the dust by those who know the rules at a much higher level. Not a complaint…..I just want to make sure everyone breaks in slowly and feels comfortable, which can only benefit us in future games, no? Let me also take a moment to say how cool this is all looking and your efforts are to be commended, my friend. Kudos on an excellent game!
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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: Company A, Report HERE!! (Korocho ASL game) TRDG.
A Com 2nd plt orders.
No Prep Fire Movement In order Squad w/LMG O9-O8-O7-N6 Squad w/ATR P8-O8-O7-N6 Advance Fire 2 Squads /LMG & ATR N6-O6 Advance Movement 2 Squads/LMG & ATR N6-O6 CC 2 Squads/LMG & ATR O6
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"Because we are Canadians" |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
Any orders for first platoon? I was thinking of moving into the orchard to flush the Russians out.
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"We Will Stay Here, If We Must All Go to Hell Together" -Col. John R. Cooke, 27th NC, Hatcher's Run, 2 April 1865Avatar: My Grandfather on the right. His twin on the left. Their older brother in the middle. In their Navy Blues |
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Thanks Pat, did you want WR to tag along for the assault, or just give covering fire there?
Matt, just look at the orchard set-up and pick your hexes, the half track orders will be here in a day or two, depending on work, so no worries about getting your orders cut this minute. WINK ![]() Cheers, I have to get a close look at that map with no distractions for a while, hopefully tonight!!! Co Tomzak Remember Co A, you DON"T have to follow my suggestions here, just give me a heads up on if you guys are up to something "quite" different please, thanks. |
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.
Perp fire is nice is nice on O6 and if Bcom Plt wants to fire on Q4 that would help.
If I take the gun you could send a crew to man it. If I fail it will be up to WR to take it. Stacking limit 3 so I think not much point he joining me this turn.
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"Because we are Canadians" |
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