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Home › Forums › Nordic Weasel Games › Historical › Hammer of Democracy – Gun Malfunction
Hi Ivan, another great game last night. So much so that I am going to invest in some 28mm figs to be able to play with the lots of local players who have Bolt Action armies. Two queries from the game. I can’t see any points values for infantry AT weapons. For example my regular infantry squad has a panzerfaust, what does it add to the cost of the unit? In the reference sheet under assault it gives a modifier of gun malfunction/unable to fire but I am not grasping how this could occur.
Had a think about it, perhaps the modifier applies when a gun has been silenced? Couple of other random thoughts. How are vehicles with a low HE value for their main gun supposed to work. For example we had a Staghound in our game 37mm (6-2) gun and 3 machine guns. Can it opt to fire machine guns for three damage? I know if it only had 2 machine guns the target number would be one higher. I don’t know what others experience of the time limit for games in the scenario generator is, but it seems very high to me. Things have been decided before getting anywhere near the time limit. Perhaps something like roll 1-7 short game, 30 minutes, 8-10, dice x5, 11+ long game sixty minutes would be better.
Apologies for a slight delay.
Infantry AT gear isn’t factored in right now, a +5 or so for Panzerfausts would seem reasonable.
The modifier for unable to fire is just a catch-all for any sort of situation that could occur in a scenario. Sorry it was confusing.
Vehicles with weak cannon can choose to just rely on the machine guns instead (and I believe that is likely to have been the historical case as well in many cases)
You are likely right that the time limits are a bit too long at the moment. I was worried about them being too short, if the players run into a rash of bad turns with limited actions, but I may have been over-cautious on that front.