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Post by ace1rush on Dec 27, 2023 1:13:19 GMT
Greetings,
Looking at the Desert Patrol scenarios for the SAS and LRDG forces. The maps on page 44 have forces shown. For example, the depot maps show what looks like 4 SAS jeeps and the Laager map shows 4 vehicles as well. Is this the suggested deployment for the SAS/LRDG forces for these scenarios? Looks like they start up in it. Are there any rules for blowing up the depo or the Airfield? How do you win these scenarios? Not sure if I'm missing something or not.
Thanks, Todd
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Post by easyeight on Dec 28, 2023 17:45:55 GMT
Greetings, Looking at the Desert Patrol scenarios for the SAS and LRDG forces. The maps on page 44 have forces shown. For example, the depot maps show what looks like 4 SAS jeeps and the Laager map shows 4 vehicles as well. Is this the suggested deployment for the SAS/LRDG forces for these scenarios? Looks like they start up in it. Are there any rules for blowing up the depo or the Airfield? How do you win these scenarios? Not sure if I'm missing something or not. Thanks, Todd Hi, Good questions! 1. LRDG Unit list in on page 70, explanation of how an LRDG patrol is organized in on page 42: "A typical LRDG “Patrol” would be organized into four “Troops” that were each comprised of x6-9 men in three vehicles, specially modified 2-man Jeeps or 3-man trucks (either a Chevrolet or Ford “30CWT” truck). The Troops would usually be using the same type of vehicles to make it easier to cannibalize parts as needed. Each vehicle would carry 1-2 LMGs or MMGs, and one vehicle of each Troop would carry an anti-tank weapon like a BOYS ATR (1940) or a modified Bofors 40mm AA gun or captured Italian 20mm Breda AA gun. The soldiers themselves would carry a mix of their favorite personal weapons." 2. The Missions are standard Missions from the NUTS 4e book, the Objectives to win the scenarios is included in those descriptions, though they may be on different maps. However, here's how you can represent sabotaging things or blowing up things (in NUTS Compendium are more detailed rules on this). *On the Airfield and Depot maps a unit must spend one full Activation occupying an aircraft or supply area to represent setting up explosive charges or sabotaging things. The following turn the area is destroyed and counts as resolving a PEF for the Mission. What do you think?
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Post by ace1rush on Dec 28, 2023 23:23:36 GMT
Thanks for your feedback! I haven't played Nuts in several years and just got the Desert book, so a bit rusty in general! I understand the org for the LRDG and SAS. I was confused on the maps showing vehicles already in the middle of the map rather than area 7,8 or 9 that the missions indicate. Seems that's just for show and not where you start. Same would go for the depot and airfield map, those are examples and the rolling for PEF's would indicate where they really start.
Regarding sabotaging and blowing up things on the depot or airfield map, is this your rule: *On the Airfield and Depot maps a unit must spend one full Activation occupying an aircraft or supply area to represent setting up explosive charges or sabotaging things. The following turn the area is destroyed and counts as resolving a PEF for the Mission.
I'm looking at the rules in the compendium on pages 50-51 but not seeing this rule. Seems more streamlined that what is in the compendium.
Thanks,
Todd
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Post by easyeight on Dec 29, 2023 14:50:47 GMT
Hi Todd, Yes, the explosives rules in the Compendium are more about demolishing large objects, blowing down trees to create obstacles and so on. An LRDG or Commando group would use smaller explosives and satchel charges and are typically blowing up an airplane, etc. So I think it's fair that the figure spends one activation to set the charges, then they should move away before it goes off. If you want more details you can try this:
1. Figure must spend one full activation setting demolition charges or sabotaging their target.
2. The Player can decide if it's a 0, 1 or 2 turn delay before demo charge detonation. 0= Immediately on the Player's next Activation, 1= Immediately after the Player's Next Activation, 2= Immediately after the Player's second Activation after setting the charges
3. Figure must move out of the Blast Radius of the demolition charge before it detonates.
4. A figure can try to disarm or throw a demolition charge away from the target by spending their Action. It must first pass 2 on a 2d6 Rep test to try (or it immediately Ducks Back from the explosives). Then it must pass 2 on a Savvy test to do so (Rep -1 usually). If they fail to Pass 2 the charge detonates before they can move it.
5. Satchel Charge: Target: 1, 3" Blast Circle, APR 5
What do you think?
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Post by ace1rush on Dec 29, 2023 16:33:00 GMT
Thanks, I think that's makes sense!
Todd
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