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09/05/2016 at 19:57 in reply to: Mechs&walkers are they really going to be a serious part of future warfare ? #41805Yukon5GParticipant
One big problem with walker type mechs, regardless of how many legs used, is ground pressure. Even if you assume deployment in an urban area, how much are urban areas covered with green or even open, unpaved spaces?
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Yukon5GParticipantYes. 40k in the Rogue Trader era and blending into the background given in the 2nd edition books. I enjoy it and am looking to maybe kinda doing some gaming of some type on Helsreach.
I like the Halo background, but haven’t been into it since Halo 3. The Fleet game from Spartan should/could have jump started my interest. Alas, the assembled models sit on my painting table.
I also like GZG’s “Tuffleyverse” background for Stargrunt and Full Thrust. And Hammer’s Slammers. And Vata’s War. And the Honorverse.
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Yukon5GParticipantMy Persians came in.
They stick together pretty easy. Four down, 92 to go.
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Yukon5GParticipantHoly smokes, it does get cheaper!
http://www.wargamesfactory.com/webstore/individual-sprues-and-bases/s041-persian-infantry
I bought 8 packs. I’ll have 96 figures for about $25 including postage. Some minor modifications and head swaps and they’ll be hobgoblins or some such. Or just paint their faces in a metallic color for them to be masks to hide whatever eldritch horror inhabits those clothes.
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Yukon5GParticipant<div class=”d4p-bbt-quote-title”>Yukon5G wrote:</div>
Henry, I’ve been kicking around adapting a set of horse and musket rules called “Shot, Steel and Stone.” Maybe you’ve heard of them? I have some notes, but haven’t been able to get anything to the table, yet.Well, blow me down, that’s something I’d like to see!
Soon!
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Yukon5GParticipantAndrew, the Demonworld figures are great. I kick myself for selling off my Orcs. At one point, I had “one of each” unit that had been released. Well worth getting.
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Yukon5GParticipantHenry, I’ve been kicking around adapting a set of horse and musket rules called “Shot, Steel and Stone.” Maybe you’ve heard of them? 😉
I have some notes, but haven’t been able to get anything to the table, yet.
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Yukon5GParticipantIf you’re injured enough to need buddy care, let alone a dedicated medic, you’re probably out of the fight except in the most dire circumstances. Better to use medics for morale effects than returning a figure magically to the game.
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Yukon5GParticipantThere’s always room for one more.
Also, this is paper strength. At any time there will be shortfalls, due to sick call/injuries, leave/R&R, detailed out for other tasks, etc.
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Yukon5GParticipantTo piggy back on what Mikey said, the modern US Army platoon has a dude sliced down from BN. We mobilized with two medics attached to our platoon. Once we hit the FOB, they were taken away to man the Troop Medical Clinic, though.
Individual soldiers will have a minimum of basic assessment and stabilization. Every joe will know how to put on a combat tourniquet. At least two guys in a squad will probably also have Combat Life Saver training. Depending on the exact timeframe you’re gaming, the exact level of training these guys get will vary. When I did CLS prior to deployment, it was a full 40-hour course and included basic triage, setting IVs and locks, airway management and bleed control. Now it’s a 16-hour course.
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Yukon5GParticipantWhat level of command is the player playing? If Company Commander, I would advise against splitting a team’s or even a squad’s fire. That type of decision is too low for the Company Commander to bother with. Even at Platoon Leader level, splitting fire at team level would be tricky (or even unnecessary). Again, at some point, the higher leaders just have to trust their subordinates to make those decisions on their own. I would say that adding such a level of detail detracts from a game rather than adds to its “realism” (whatever that means to you).
A leader works with the tools at his disposal. A company commander works with his platoons. He doesn’t care how the platoon gets the job done, so long as they do. Arguably, he may want to be aware of what his squad leaders are up to, but shouldn’t be directing their actions. He has a platoon leader to do that. Converserly, the platoon leader isn’t directing teams and their team leaders. The squad leader may be directing individual soldiers, but that’s more a function of proximity. He shouldn’t have to if his team leaders are doing their jobs.
In the interest of clarity, I’m taking “team” to mean up to five men, most with rifles and maybe a light support weapon. A “squad” means two such teams with a squad leader. Three to five squads in a platoon, etc.
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Yukon5GParticipantPeter Pig does a Soviet sniper pack. There are three poses, including a female.
http://www.peterpig.co.uk/russiansniper.jpg
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Yukon5GParticipantDamn Russians and their script writing. The hardest part of learning Russian in the Army was all the damn writing we did. I voided so many checks after writing them in Cyrillic script!
Thanks for posting, Allen. Great resource.
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Yukon5GParticipantNicely done. Thanks for sharing.
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Yukon5GParticipantI haven’t done such a thing, but the Lardies have. You might take a look at “At the Sharp End” their campaign sourcebook for “Chain of Command.”
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Yukon5GParticipantI like those markers, James. I can think of a few ways to use those as more than just “off board” markers.
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Yukon5GParticipantLovely. Just lovely. Thanks for sharing.
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Yukon5GParticipantNicely done, Daniel. Thanks for sharing.
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Yukon5GParticipantInteresting that you mention “The Face of Battle,” James. I was just thinking about how I hadn’t read it in a while and wondering if its in audiobook form. EDIT: It is!
Suppression effects from artillery are tricky as there are number of mission types to contend with. Within the scope of a skirmish game, however, I think the Lardies are on to something with “Chain of Command” and limiting indirect fire in the game to off-board 80 mm mortars or similar.
Suppression from small arms direct fire is another animal and should be looked at differently, as mentioned above.
As for “limited effective fire” while suppressed/pinned/etc, I believe SLA Marshall reported something on the order of 10% of infantry troops actually fired their weapons in an aimed, effective manner during WWII. Dave Grossman discusses this in “On Killing.” He goes on to explain how modern training techniques have upped that percentage to the point that it’s closer to 100%. But that might be a different discussion.
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04/08/2014 at 19:27 in reply to: Since my first sand pit, where I stove cusin Jean's head in with a coal shovel.. #3236Yukon5GParticipantVery nice, indeed. How big is the table, in case I missed it. Very nice paint job and the terrain boards are top notch. Thanks for sharing.
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Yukon5GParticipantCan I make a request that posters be careful about referencing other rulesets, such as “I think suppression should be modelled as per the ‘Teddybear’s Picnic III’ rules”. Some of us will never have heard of these rules, let alone have read or possess a copy. As such we will have no idea what you are talking about, which doesn’t help the discussion. Better I think to describe the mechanism if at all possible. Thank you.
Fair enough. Stargrunt II can be found here:
http://www.groundzerogames.co.uk/downloads/sgii.pdfThe mechanism I discuss basically allows for modifications to various morale rolls based on the “mission motivation” the force has at the beginning of the game. SGII has a somewhat more intricate morale, training and leadership interface than most games, so it’s worth a look just for that purpose.
The other alternative of course is to write in a specific scenario rule for what you’re trying to achieve. Then playtest, playtest, playtest.
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Yukon5GParticipantDepending on the level of the game, the effects of suppression can be abstracted into the general degradation of unit effectiveness. In most games, when we kill a unit/stand/figure, are we really killing it or just making it combat ineffective? Arguably, suppression is just a temporary (hopefully, depending on your outlook) manifestation of this.
I would argue that suppression is best handled as an effect of the weapon system in concert with the morale/training/leadership of the target unit/stand/figure. I would say that “trading” casualties for suppression is best handled as an intersection of mission motivation as expressed in Stargrunt II and morale/training/leadership. Also, it should be tested for rather than a conscious decision of the player. But then, I like friction in games.
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Yukon5GParticipantThanks for getting this site up and running. As others have mentioned, bits of the site seems a bity clunky, but I’m sure things will get smoother as time goes on. Might be nice to have some emoticons, if possible. I wish you the very best of luck in this new venture. And it’s good to see you again, Nick! Cheers, Scott
Crap. Nick is here. There goes the neighborhood. 😀
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