Forum Replies Created
It is not released here until 1st January 2015; perhaps I will go up to Denmark to see it as it is released there in two weeks, unless they put it all in Jens language.
- This reply was modified 7 years, 1 month ago by Jurgen Leistner.
You might find this useful as it explains the various stages of German tank camouflage painting:
If you can find it:
1983: The Brink Of Apocalypse
Really, really scary!
My Chinese have a medic figure, because Empress make one; my Bundeswehr, Soviet and British just have normal figures, with one designated as a medic for the game. My PMC figures do not have medics:).
Skirmish Sangin works fine for actions between two modern forces.
You have mail; I have a very interesting group of playtesters for you.
- This reply was modified 7 years, 4 months ago by Jurgen Leistner.
I am not sure about other Western armies but for Bundeswehr Panzergrenadier units, a medic is attached at the Zug (platoon) level. However, all of the soldiers are, of course, trained to give emergency aid.
Troops might be able to get up and move off after an artillery bombardment but they also might not; being under artillery fire is very stressful, especially if it is sustained for any length of time and those subjected to it can be shattered by the experience. To argue that artillery do not have the ammunition reserves to maintain fire is often not accurate.
Units using cover and behaving tactically because they are being shot at is not the same as units being supressed. The former is a tactical situation, while the latter is a forced situation and can severely limit what the unit can do, to the extent of making it inoperative.
Suppression is indeed very difficult to model for units as not all members or parts of that unit will react to the perception of being on the wrong end of firepower in the same way. One possibility might be to allow a certain percentage of the unit’s firepower to be used effectively based on a die roll against the Tapferkeit (or similar) rating, with modifiers based on the unit’s situation (what sort of fire are they under, what sort of cover are they in).
As an example,
A unit has a Tapferkeit rating 0f 5, so perhaps has the following chances on a D10:
1-5 no firing
6-7: 20% effectiveness
8-9: 30% effectiveness
10+: 40% effectiveness
Modifiers to the dice role could be:
In hard cover: +1
In the open: -2
Under sustained MG fire: -2
I have never really considered doing the EWK but, if I did, I would agree with dhauser that the early months in the East would be interesting as there was plenty of movement and a vast range of troop types.
Suppression is a reaction to firepower where the people who believe that they are on the receiving end of the firepower become unable to move or react in a useful manner; it is not the same as “going to ground”, which is a tactic.
As to trading off hits for suppression in a wargame, I can see the logic behind this; given that our little metal or plastic men do not have fears and views and we cannot know what they are feeling, it can represent a target unit hiding as still as possible behind cover rather than engaging in combat, which carries an apparently greater risk of being shot.
In our rules, figures test for suppression if they just survive being shot at or or blown up; the test is based on their “<span class=”gt-card-ttl-txt” style=”direction: ltr;”>Tapferkeit</span>” rating. We are going to explore the “trading off” idea.
Our ultra-modern infantry rules are essentially IGOUGO, with individual figures or groups of figures being activated by the draw of their card. However, while they are doing whatever they are doing, opposing figures can interrupt if their status allows them to do so.
IGOUGO has its faults, but I feel that simultaneous activity can often result in chaos.
I will have to take a look at these; I assume that the final version will include Chinese vehicles equipment.