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August 5, 2019 at 11:47 pm #166339YuriyParticipant
it turns out that way
June 23, 2019 at 1:03 pm #163846YuriyParticipantinvisible officer, My friend, you are certainly right, and in the Soviet army forbade officers who are not related to the linear infantry companies to participate in combat, artillerymans (except batteries 45mm guns, they fought in the same line with the infantry), not only officers, but also tank crew (even just tractor drivers were obliged to send to the rear of the tank courses) were obliged to send to the rear, and not give them to die as infantry. And in our time, our officers are taught that their weapons are a map and a pencil, not a gun.
But we are talking about game terms, not the realities.sorry for my English.
June 13, 2019 at 1:23 am #163330YuriyParticipantYes, of course, some players are addicted to the pursuit of frags and lose sight of the mission objectives. this is useful advice, if it is to learn, bring as minimum a couple of wins.
And Yes, sometimes the enemy can not be destroyed, sometimes it will be right to ignore it, and not waste time on useless attempts to destroy it and miss the opportunity to win.
June 11, 2019 at 5:06 am #163197YuriyParticipantI haven’t seen any direct mention anywhere that you can do that. so for the balance of the game it is better not to do so.
but in frequently asked questions there is such an answer:
“Can armies use captured vehicles? For example, the Russians used captured German vehicles and vice-versa No, they cannot, at least by a strict application of the rules about forming reinforced platoons. However, we have used ‘captured vehicles’ (or indeed ‘allied vehicles’) in many friendly games, and it’s very good fun!
It’s also helpful to reach a certain amount of points for a game if you have a very ‘varied’ collection! We normally rule that they should be taken as Inexperienced or at most as Regular, but certainly not as Veteran, as the crew would have less experience with their use…”
by analogy, the British there is no object to use the American howitzer, especially since they could be in the units of the British paratroopers .Personally, I use the captured vehicles only with the same parameters, for example, my brandenburgers use a captured GAZ truck, which does not differ (neither value nor parameters) from Opel.
June 6, 2019 at 12:47 am #163023YuriyParticipantMark Prichard, a very good question, the rules do not consider this situation separately, so you should play by the General rule, that is, cover bonus is only for those who are in the building. you can change the situation with home rules.
June 6, 2019 at 12:43 am #163022YuriyParticipantmichael kelley, all the rules applicable to the unit are written in the “Special Rules” section, for example, Pathfinders from Market Garden (US PATHFINDERS (MARKET GARDEN)) have only one special rule – “Exceptional training”.
you gave little information where you found LZ Signals, what was the context, what else was written there?
Mark Prichard, a very good question, the rules do not consider this situation separately, so you should play by the General rule, that is, cover bonus is only for those who are in the building. you can change the situation with home rules.
June 5, 2019 at 6:50 am #162941YuriyParticipantPhilip, I believe, that you decided to to do your teams universal, personally I try to put to do squads specialized on tasks, for example on 500 points I prefer to leave for safeguard rear/positions/objects 2 squads of grenadiers (on 5 man) with MG. they are inexpensive – cost 70 points (yes, it is more expensive by 20 points than a stationary machine gun, but they have a sector of shooting 360 and you will not lose the whole squad if the sniper kills the machine gunner), give a lot of shots and quite resilient. to attack the enemy I prefer to use a squad of veterans, which you can either equip STG44 (i prefer this variant), or 2 machine guns, they are very resilient and give a lot of shooting.
those Panzerfaust I’d take some more (in the last game my opponent took the T 34-85, and I only had 1 Panzerfaust and 1 ATR).
sniper I also always take, he can determine the outcome of the battle, and in the game against the Americans, he is generally indispensable while alive air observer.Attachments:
June 5, 2019 at 6:12 am #162940YuriyParticipantmy friend, it all depends on what period you want to model.
for example:
By the beginning of the 40s, we had 3 basic paints for vehicles: dark green 4BO (russian green), dark brown 6K, yellow and earthy 7K (russian tan). Using as a base color a protective green 4BO paint (50% of the surface), two-color or three-color deforming camouflage was applied to the tanks using large brown (6K, 7K) spots of irregular shape (up to 25% of the surface for each shade).
The following requirements were placed on the design and layout of the spots:
1. Spots in their pattern should imitate the spots of natural backgrounds, they should have a tortuous contour and be diverse in their outlines and sizes.
2. Spots of various colors are arranged so as to distort the usual type of the material part to the greatest degree.in 41, the new tanks did not camouflage at all, but were painted only in the base color (usually 4BO).
in winter, sometimes instead of white paint, a lime solution was used, it kept worse than regular paint, and therefore the tanks painted with lime very quickly became white-green.
June 5, 2019 at 5:25 am #162937YuriyParticipantT-28 modifications can be divided into 3 types (for weaponry):
1) (first version)
– KT-28 cannon,
– DT machine gun in the main turret, directed in the same direction as the main gun (not co-axial, the tank commander fired from this machine gun),
– DT machine gun in the rear of the turret (stern machine gun),
– 2 DT turret guns in the machine gun turrets with sectors forward and left and forward and right respectively.2) (after 1938)
– L-10 cannon,
– DT machine gun in the main turret, directed in the same direction as the main gun (not co-axial, the tank commander fired from this machine gun),
– DT machine gun in the rear of the turret (stern machine gun),
– 2 turret gun machine guns DT in the machine gun turrets with sectors ahead and to the left and forward and to the right respectively.3) (latest version)
– L-10 cannon,
– DT machine gun in the main turret, directed in the same direction as the main gun (not co-axial, the tank commander fired from this machine gun),
– DT machine gun in the rear of the turret (stern machine gun),
– 2 turret gun machine guns DT in the machine gun turrets with sectors ahead and to the left and forward and to the right respectively,
– pintle-mounted AA machine gun DT on the roof of the main turret.translating into game language:
The KT-28 is a light howitzer,
The L-10 is a medium anti-tank gun,
DT machine gun is MMG (until 1934 the stern machine gun was LMG, then they replaced the method of attachment and this DT also became MMG, like the other machine guns).that is, the gaming T-28 has the following gaps:
1) instead of the non co-axial front turret machine gun has a co-axial MMG,
2) there is no stern turret machine gun at all,
3) the main gun and the anti-aircraft machine gun contradict each other, the main gun and the anti-aircraft machine gun contradict each other, there must be either a light howitzer without a АА machine gun, or a medium anti-tank gun with a АА machine gun.June 5, 2019 at 4:54 am #162936YuriyParticipant“If you score a hit with a flamethrower the number of hits is multiplied into D6 (or D6+1 in the case of vehicle-mounted flamethrower).”
Sounds like an exhaustive answer to the question about the number of hits.
By the way, in 2nd editions the flamethrower is not HE weapon.Personally, I still have a question, how many pin markers does a vehicle with 11+ armor, 1+d3, or d3, or 0 get?
there is certainly a rule that says:
“Fully enclosed veteran vehicles are only pinned by hits that are powerful enough to damage them.”but there is another rule that says:
“Any unit hit by a flamethrower takes 1 pin marker because it has been hit, and a further D3 pin markers to account for the unbridled terror unleashed upon it, for a total of D3+1 pin markers on the target.”it turns out that the king tiger veteran ignores 1 pin marker for a hit, but he get an extra g3 not for hit but for “the unbridled terror unleashed upon it” i.e. for the horror of the flame and not hit itself.
it turns out that my king tiger, or my armored all round KV-1 receive only d3 pin markers.June 5, 2019 at 12:40 am #162930YuriyParticipantIt all depends on how many points you gain army.
For example, in our club we play on the table 4×4, if the army is less than 1000 points, in fact sometimes games for 1000 points also go well on the table 4×4 (if you have agreed in advance on the size of the table). with a larger game format, I think that 6×4 is better, since large guns will already be able to realize their advantage in firing range.
for example, in one game with 500 points, I took my 105 mm howitzer (I wanted to try out a combination of 2 indirect fire guns (a mortar and a howitzer) and 1 lieutenant to shoot 2 times in a row, that is, the first volley of two guns was carried out at the end of the turn, when the enemy units had already gone, and the second at the beginning of the next move, while the enemy has not yet descended, and thanks to 2 orders dice from 1 lieutenant, I activate both weapons at once.) and hid it behind a hill , leaving the art corrector on the hill, she was able to shoot once and miss, after which the Japanese soldiers were all too close for a indirect fire.May 27, 2019 at 7:11 am #162365YuriyParticipantI’m talking about anti-tank mines, this is the next subsection.
“ANTI-TANK MINEFIELDS
At the beginning of the game, y ou may secretly write down that any of y our minefields is an anti-tank minefield. Anti-tank minefields only affect vehicles, and are ignored by infantry and artillery units that move over them. However, hits inflicted on vehicles are at +5 Pen rather than the normal +2”Judging by the fact that the section says about +2 ordinary mines, it means that +5 is applied against the side of the armor.
May 27, 2019 at 6:54 am #162363YuriyParticipantYes, I thought this in the first question, although in my opinion it would be logical to assume 1 attack for every 5 or 10 people in the unit.
the second question is more complicated. I suppose the problem is that I am not very good in English, as this is not my native or even the first foreign language, and I misrepresented my thoughts.
My question was:
against which armor i will throw die with armor penetration +5 when i exercise antitank mine ambush against opponents tank?
(Yes, I understand that anti-tank mines do not work against infantry. the text about +2 and +3 penetration was my reflections on the possibility that a throw is being made against side armor)May 27, 2019 at 5:49 am #162357YuriyParticipantI also had questions on minefields:
in the rules about mines (Fortress Budapest, Ostfront) it is indicated that the unit causes 1 minefield trigger/attack/dice when executing the advance order, did I understand correctly that it equally seemed like a single lieutenant and a detachment of 20 partisans? will both in the worst case get only 1 hit?it is also not entirely clear against which armor a throw is made against armored vehicles, against frontal or against side or top armor, since this is the basis for an increase in the penetration value of +3 instead of +2. did I understand correctly that in such a case, armor penetration +5 for anti-tank mines will also increase by +1 against armored targets (damage roll of7 +)?
- This reply was modified 5 years, 6 months ago by Yuriy.
May 27, 2019 at 5:17 am #162355YuriyParticipantI also have the main/first – US, as we have in the community (we are still four people in the city/on the island), the majority (two out of four) have gathered Japan.
I now have the United States for 1500-2000, recently completed the Wehrmacht of the late on ~ 2000, now I am collecting the Red Army.It seems to me that the ampoulomet is also an excellent choice.
- This reply was modified 5 years, 6 months ago by Yuriy.
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