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11
Rules / Re: Arc of fire
« Last post by SimonHall@TWZ on November 18, 2019, 07:07:14 AM »
Oops.  One of things that happens is you forget the obvious.

Tanks and infantry is any direction. 
SPGs and ATGs are 22.5* either side of centre.

All can use their 1MU free movement as part of shooting to adjust if they can move (note large guns can't manhandle).

If extreme you can use a pivot - see movement actions to realign.

Si
12
Rules / Re: example of play
« Last post by SimonHall@TWZ on November 18, 2019, 07:04:43 AM »
HI Alberto,

So a first move with them is WHITE if you are happy to give the opponent the initiative back.  If you want to keep initiative you must pay GREEN for THAT move.

Then...

EXAMPLE 1: If you wanted to do a move with a second platoon, you play whatever the cost is for them.  So if you want to move both under a single initiative its GREEN for the first to keep the initiative and WHITE for the second to move.  And the initiative now goes to the opponent.

EXAMPLE 2: If you wanted to move the first platoon again, it's the same GREEN to keep the initiative first,  Then for the second move it would normally be a WHITE but 1 higher due to 1 previous action so GREEN.  So to move the single platoon twice is 2 GREEN.

So a bit easier than you are saying. And yes if anything is above RED its not possible.

So a T1 could potentially move 4 times. With the lest one being normally BLACK to move plus 4 previous actions = RED.  You don't see many of those.  But they sure lay down a lot of action per unit!

Si

13
Rules / example of play
« Last post by Alberto on November 17, 2019, 04:32:48 PM »
I have two platoons of Pz IV  (T3) :
I move the first in Tactical move (A7) with a White discs .
A)   If  I want move the second Platoon and retain the Initiative I must play a Yellow Discs ;
B)   If  I Want move the first platoon again  , Imust play a Red discs .

If the discs needed is over the Red , the Action is impossible ?

Alberto
14
Rules / Arc of fire
« Last post by Alberto on November 17, 2019, 04:20:20 PM »
In the Rules , I haven't found the arc of Fire  for Guns , Turret and Turretless AFV ?

Could we change the aim of the Gun   when in Opportunity Fire ?

Alberto
15
Rules / Re: Tracks
« Last post by martymagnificent on November 17, 2019, 06:47:48 AM »
Ok,

Still seems kind of high odds. Might be better if this was just factored in to the double S 'Lucky Kill'?

Martin
16
Rules / Re: Tracks
« Last post by SimonHall@TWZ on November 17, 2019, 06:40:08 AM »
Ah

No it has to have penetration of 1

Which a 0.5cal does at close range and would make a fair mess of tracks.

I need to add that.

Si
17
Rules / Tracks
« Last post by martymagnificent on November 17, 2019, 03:36:22 AM »
Am I correct in thinking that any hit, on any vehicle in the open that rolls a 1 (or 1 or 2 if from the side) for location automatically KO's it. ie a US 50 cal has a 1 in 10 chance per hit of KO'ing, say, a Kingtiger.

I know tracks could be vulnerable but is this maybe a bit much?

Martin
18
News / Gloire de Guerre Intro
« Last post by SimonHall@TWZ on November 14, 2019, 07:54:50 PM »
This is no 4 on there list so will go slower.  But I have it working well off a QRS.  I will post that up shortly.
Only those familiar with CCC systems will find it easy to work it out front he QRS alone I'm afraid.
More fully up for testing next year after the others are nailed down.

Simon

19
Game Rules / Re: Some game photos for you
« Last post by SimonHall@TWZ on November 13, 2019, 07:16:39 PM »
A tussle between three British infantry and a martian with a single melee weapon.  The British infantry get a WHITE in combat each.  The Martian gets two YELLOW!
IMG_7098 2 by Simon Hall, on Flickr

It did not go well!

The British start with 27 infantry and keep going until hey get down somewhere 15-10.  The Martians are a war team of 6 and will evacuate back to their ship if reduced to 3.  [basic game - advanced game it is driven by the colour dice instead].
20
Game Rules / Re: Some game photos for you
« Last post by SimonHall@TWZ on November 13, 2019, 07:12:53 PM »
A key part fo the skirmish game is to have circular bases and use circular discs as markers under them.  This will create a neat 1mm ring of colour around a base.

Martians with discs by Simon Hall, on Flickr

RED = wounded.  The rules just have ok, wounded, disabled - a permanent effect.
BLUE = slowed or stunned.  Martians get slowed; humans get stunned - a temporary effect.

The same concept is used in all my skirmish rules.
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