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Post by easyeight on May 6, 2019 15:52:49 GMT
You're totally right, I have this problem with the Pefs. In a scenario I made I used the russian with a 6 members squad, and I felt completely overwhelmed by the full squad of Germans I rolled, especially because was a map with many buildings, so I start to rewrite the reinforcement table to have a more fair situation. In the AAR case the arrive of reinforcement has created an interesting situation, and I didn't felt any balance issue. Sometimes you just have to know when to retreat. NUTS is not a point-balanced system, it is a Mission Objective system. That changes the nature of the game, and sometimes you will just have to deal with imbalance in your games.
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Post by ww2player on May 7, 2019 0:29:50 GMT
I was playtesting my first game and the russians received 3 armor 11 tanks. But that is ok, in war units have to surrender or fight to dead because reinforcements come to help. If I want I can create a separate Attack mission game to rescue the P.O.W. soldiers if possible.
I have a house rule for the Reinforcement table, I roll 2d6 to see what kind of unit will come, apply de modifiers. Then I 3d print the unit if I dont have it in 1/100 scale (15mm)
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Post by Ed the Two Hour Wargames Guy on May 7, 2019 0:52:58 GMT
There's another Reinforcements table to use when you play with a small number of figures on age 79
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Post by jgregory on May 7, 2019 8:17:29 GMT
Sometimes you just have to know when to retreat. NUTS is not a point-balanced system, it is a Mission Objective system. That changes the nature of the game, and sometimes you will just have to deal with imbalance in your games. Absolutely, but when you're trying to learn the rules, it can be of more benefit to have a fight than to run away.
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