coljacksimpson57

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  • #189660
    coljacksimpson57
    Participant

    To take it a step further; if the unit is dug in in fox holes the normal rules for assaults would still apply (i.e., the assaulting unit would attack first).  However, if the defender is dug in behind a sandbagged position a determination would have to be made before the game begins as to whether or not it is treated as an obstacle. A low sandbag wall 1-2 feet tall poses no obstacle while a sandbag wall 4 feet high would.  These types of high sandbag walls were rare in the ETO but were fairly common in the MTO and PTO.

    #189577
    coljacksimpson57
    Participant

    One solution would be to adjust the ranges to LMG: 30″, MMG: 36″ & HMG 42″.  Having commanded a scout unit that had both MMG (M60) & HMG (M2 HB), I can tell you that the HMG’s longer effective range was very real and mattered.  On the other hand, the developers often simplify things for game-play purposes – such as giving all rifles the same range.  In reality the M1 carbine did not have near the effective range of the M1 rifle.

    #189142
    coljacksimpson57
    Participant

    It is quite notional.   Old timers in the wargames community know that increased realism equals decreased playability.

    #188958
    coljacksimpson57
    Participant

    Great!  That’s what we were looking for. thank you very much.

    #188912
    coljacksimpson57
    Participant

    The folgore squads in north Africa had the Breda LMG. I like to use historical OBs – and sometimes have to tweak the unit lists to facilitate this (i.e., a bazooka in a U.S. infantry squad and not as a separate team).

    #188910
    coljacksimpson57
    Participant

    One issue with the turret jam rule is having the gun jammed in the direction the shot came from.  It makes more sense to have it jammed in the direction it was facing when the vehicle was hit (assuming your models have turrets that rotate). Good local rule to consider.

    #188909
    coljacksimpson57
    Participant

    Task organizing was, and still is, a common practice in infantry units.  An infantry platoon would often centralize its mortars into a single mortar section to support the assaulting squads.  Depending on the platoon’s mission such task organization would be made before the game starts. As WW2 progressed, some armies formalized the centralization of mortars, and sometimes LMGs, as the standard organization.  Compare a German infantry company’s organization from 1939 to 1944 to see how the evolution effected the platoons.

    #188899
    coljacksimpson57
    Participant

    Some infantry scouts also get “Forward Deployment” in their special rules, but not vehicles with the RECCE rule.

    #188898
    coljacksimpson57
    Participant

    Rules for shaped charge vs targets other than vehicles, such as artillery pieces, fixed weapon positions, infantry in buildings, etc.

    #185342
    coljacksimpson57
    Participant

    Thanks, Master Chief.  I made the mistake of ordering that with the pre-order for U.S. Sector D-Day book, so it will be  a while before I have it.

    #185152
    coljacksimpson57
    Participant

    Amarillo, Texas

    #172778
    coljacksimpson57
    Participant

    I add them to my warbands for flavor – but treat them as normal grunts. For example my Elven Lord unit includes 4 Bodyguards. One of them is a Standard Bearer & another is a Bard (Musician) figure. Both are treated as typical bodyguards – Spangly armour, swords, etc. – with no special attributes. I also like to have a banner in the warbands – but it is a cosmetic effect only, he’s just another grunt for game play.

    #172121
    coljacksimpson57
    Participant

    Yes, in games like WoE, and Bolt Action, a good use of direct fire long range shots is to attract your opponent’s attention away from your ankle biting warbands. If you’re successful you can position yourself to outmaneuver their forces and who knows, you may score a lucky kill.

Viewing 13 posts - 1 through 13 (of 13 total)