Showing posts with label Kilian. Show all posts
Showing posts with label Kilian. Show all posts

Saturday, May 7, 2011

Presented changes after the 06/05 playtest

Kilian putting in his concealment counters

  1. Smoke: size, turn per turn evolution.  requires write-up for wind change and therefore weather.
  2. Post rout eliminiation: Routed unit that suffers one shot suppression > Q is eliminated
  3. Movement: first move routers (units that must move), then broken units (units that may move) before anything else
  4. Critical Hit: Mortar (and HE by extension) original DR of 2: Resolve infantry damage on HE caliber x2
  5. Close Combat: Write-up for Overrun and Charge.  Requires ATM, Mines, DC
  6. Rate of Fire: LMG -, MMG 1, Mortar 1, HMG 2
  7. Low on ammo: Original DR of 11 means Low on ammo.  Another original DR of 11 means Out of Ammo.  Support units disappear - absorbed by adjacent units without any game effect.  Units can replenish ammo by visiting HQ if available.
  8. Mechanical breakdown: Original DR of 12 means breakdown, requires a Q roll to repair during Rally Phase.  Original DR of 6 means broken down beyond repair - replace if needed.
  9. Self Rally: Broken units MAY attempt self rally.  Routed units MAY NOT.

Sunday, March 20, 2011

Presented changes after 18/3 playtest

0. General ideas:

  1. Command points need to work more directly: player must have the option to use up their command points, leaving none for defense, if they want to force the attack.  The highest commander on board can generate command points, say Quality x 2 plus a D6 bonus - this will even out the variation a bit.  OR we can have each commander on board generate points, although this means more administration.
  2. Alternatively, we can have movement switch sides quicker, for instance by rolling against the leader quality, losing the turn (the turn goes to the opposite player) if the roll fails.  The goal is to have a game that is relatively quick, and that keeps both players involved as much as possible.  This has to be tested in a game situation.

Saturday, March 19, 2011

S²OM Playtesting Session

My mate Kilian came over Friday for a good playtesting session, this was the first time a number of new game mechanics were put to the test, after the rather large overhaul that was a result of the last round of test games.  Also, it was the first game to actually use finished Pendraken miniatures.  The terrain was still a bit make do, using dirt roads and rivers from the RuneQuest 28 mm terrain, only having a few houses that were only half finished, and using 28 mm trees instead of trees adapted to the scale.  But it still was a nice game, that I spectacularly lost, even after getting my 3 Sherman tanks back a second time.
Here is the German defense.  Kilian had to protect a factory unit against an assault by the American Airborne.  Nothing too historical, the story was secondary to the testing.  He had a few infantry squads, off board 105 mm artillery, and a few tanks, including one tremenduously unbalancing Panther.

The Americans, that would be me, mounted an attack on the right flank, as well as a tank charge across the bridge.  The tank assault was stopped in its tracks by a Pz IV G, leaving the bridge blocked.  The last tank than tried to take up position on the right, but got immobilized in the woods and was subsequently destroyed by the Pz IVh.  By that time, the Panther was already on the board, making the situation all but hopeless.  So much so, that we agreed to allow the 3 Shermans to re-enter as reinforcements.  It made little difference, the Panther alone was alone to stop the advance, and infantry never got close enough to try a potshot with a bazooka.  To make things worse the German artillery started to score hits, and if not for the totally inadequate new HE table, things would have gotten really really ugly.