Apparently, I'm taking a ready, fire, aim approach here.
In any case, the close combat rules were not nearly decisive enough for my tastes - and while you ware welcome to use the standard Unit Status Table results as originally written, I have added that any result less than 5 renders the unit combat ineffective/removal, with good order units still having the option to fall back to turn that to a disorder.
Hopefully this gives a good reason to engage close - a chance for a decisive victory - with the added risk that you could lose your units in the process.
I also fixed an error in wording in point 5 of the turn sequence.
As always,the link is in the sidebar.
OK, I swear I won't change anything for at least 24 hours now!
A blog primarily about adventure / war gaming with 54mm / 1:32 and thereabouts figures and vehicles.
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Much of my holiday down time was spent planning/goal setting for the new year - most of it not hobby related. However, on the hobby front I ...
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Got in my last play test on Christmas Eve afternoon, so despite starting what seems like forever ago, it came down to the last moment! The g...
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A bit late, but here is a single picture from the Christmas Day game. The above was taken near the end of the game. The tension had been rat...
Okay, I disappeared down a rabbit hole yesterday (into the basement, with the wargaming table and space bar...) and ran three games of the same scenario, with slight variations. I wrote a page and a half of notes. Would you like them here or do you have an e-mail address where I can send them?
ReplyDeleteHi Peter,
DeleteI appreciate you giving the game a go.
You send them to john DOT yorio AT gmail DOT com.
Thanks!
- John