Post by M4A3Crew on Oct 17, 2019 20:18:17 GMT
My first main question is, how much fire-power should tanks have?
I've been playing it as tanks get 3d6 for a full platoon and 2d6 for half because of Last Man Standing. My logic was that they start with 2d6 and add in the main gun. This makes a tank platoon about equal in fire-power to an infantry platoon. It seems like a really cool balance that I thought was intentional. I just noticed that it says later in the book that the bow machine gun counts if the target is in front. So, if the platoon starts at 2d6 and adds the main guns and the mg's, it's at 6d6. It might be realistic that a tank could crank out that kind of fire power, but it would make the game super unbalanced. Or, perhaps it should be that the tank gets a die for the mg and a die for the main gun without the two to start? So, the two logical options are: 3d6 for a platoon or 2d6 each, 4d6 for a platoon.
Something to consider is having tanks have less dice, or no dice for in-sight tests where the enemy is on the flanks. I'll play it that way because they're buttoned up and that would give a reason to not send a bunch of tanks out without infantry support. It's already in the rules a little bit in that infantry assaulting tanks on their flanks don't get to react.
Also, for infantry, do I assume each platoon fires at one platoon?
Can I have one platoon fire at a company, or pick out a platoon? If a company commander activates the whole company to fire at one target, do I have each platoon fire separately, or have one big shot with tons of extra dice for out-numbering them?
Non-player and PEF movement
For non-players, it seems odd that defenders don't move under almost any circumstances or try to rally. Am I correct to think that if they have nothing to shoot at, they would advance? I just played breakout, and assumed they would move, because otherwise I could have left them in the forrest and just gone around, with no worries at all.
For PEF movement, do they move like enemy infantry (6") or an entire table chunk (12")?
Also, thank you creators of this game!
I've been trying to find a good game for tanks and infantry a long while now. Before I found this, I was almost convinced there wasn't one. I have found that in so many other games, you just deploy and then take turns shooting at each other and maybe admire the models. In this, there's so much more to it. There's so much maneuver to get to the best firing positions and really thinking about where you want to go. Sometimes it seems easy, when you have double the numbers, but then you've still got to think because every squad you lose in this battle is a squad that might not be replaced for the next.
So, I'm going to share this game with all the war-gamers I know, hope that's helpful. An odd thing I'm thinking is, if I wanted to help with a second edition or something, could I? I figure it would appeal to miniature war-gamers to have examples of the rules with miniatures and all. Or perhaps a compendium type thing for Big Battles with mines, flame-throwers, early war and the works.
I've been playing it as tanks get 3d6 for a full platoon and 2d6 for half because of Last Man Standing. My logic was that they start with 2d6 and add in the main gun. This makes a tank platoon about equal in fire-power to an infantry platoon. It seems like a really cool balance that I thought was intentional. I just noticed that it says later in the book that the bow machine gun counts if the target is in front. So, if the platoon starts at 2d6 and adds the main guns and the mg's, it's at 6d6. It might be realistic that a tank could crank out that kind of fire power, but it would make the game super unbalanced. Or, perhaps it should be that the tank gets a die for the mg and a die for the main gun without the two to start? So, the two logical options are: 3d6 for a platoon or 2d6 each, 4d6 for a platoon.
Something to consider is having tanks have less dice, or no dice for in-sight tests where the enemy is on the flanks. I'll play it that way because they're buttoned up and that would give a reason to not send a bunch of tanks out without infantry support. It's already in the rules a little bit in that infantry assaulting tanks on their flanks don't get to react.
Also, for infantry, do I assume each platoon fires at one platoon?
Can I have one platoon fire at a company, or pick out a platoon? If a company commander activates the whole company to fire at one target, do I have each platoon fire separately, or have one big shot with tons of extra dice for out-numbering them?
Non-player and PEF movement
For non-players, it seems odd that defenders don't move under almost any circumstances or try to rally. Am I correct to think that if they have nothing to shoot at, they would advance? I just played breakout, and assumed they would move, because otherwise I could have left them in the forrest and just gone around, with no worries at all.
For PEF movement, do they move like enemy infantry (6") or an entire table chunk (12")?
Also, thank you creators of this game!
I've been trying to find a good game for tanks and infantry a long while now. Before I found this, I was almost convinced there wasn't one. I have found that in so many other games, you just deploy and then take turns shooting at each other and maybe admire the models. In this, there's so much more to it. There's so much maneuver to get to the best firing positions and really thinking about where you want to go. Sometimes it seems easy, when you have double the numbers, but then you've still got to think because every squad you lose in this battle is a squad that might not be replaced for the next.
So, I'm going to share this game with all the war-gamers I know, hope that's helpful. An odd thing I'm thinking is, if I wanted to help with a second edition or something, could I? I figure it would appeal to miniature war-gamers to have examples of the rules with miniatures and all. Or perhaps a compendium type thing for Big Battles with mines, flame-throwers, early war and the works.