Jan Doernte

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  • #189156
    Jan Doernte
    Participant

    It’s just the structure of the rule set. They are mobile but no spotter. You have to decide which you would rather have on the table.

    #189152
    Jan Doernte
    Participant
    #189148
    Jan Doernte
    Participant

    The 2nd and 3rd picture depict a strong tactical defensive set up- of a 10.5cm arty, a MMG team (both going on ambush any chance they can) and a large lmg squad to withstand close combat.

    I thought I’d add some more pics with Tigers at play, and a sdkfz 10/4 which tends to burn easily as a soft skin amongst US Paras.

    #185969
    Jan Doernte
    Participant

    <p style=”text-align: center;”>The only book-based Indian army selector I am aware of is page 23 of the “Duel in the sun” campaign book- where it directs you to pick a armies of Great Britain selection- but then sub their national trait for “unsurpassed bravery” and “manpower of the empire” which basically turns your army into soviets. Re-rolling failed morale tests- and getting one free unit of your REGULAR (so better than soviets) 10 man squad with rifles.
    </p>

    • This reply was modified 3 years, 4 months ago by Jan Doernte.
    • This reply was modified 3 years, 4 months ago by Jan Doernte.
    #174641
    Jan Doernte
    Participant

    12 inches is a joke of a distance. At 12 inches it should effect even those firing at the TF vehicle.

    The rule might have been a little bogus- but then again so is the cost of german tanks in general.

    I guess I’m part of the 5%??

    #174639
    Jan Doernte
    Participant

    Quick question related to tak8ng smgs in a flamer engineer sq.

    If you elect to fire the smgs in addition to the flamer at, say a 10 man squad- Do you shoot the smgs first and apply a pin (if hit) and roll for casualties- and then the flamer and apply additional d3+1 pins, causalities and an morale check?

    Because if you only apply pins once- then I see your point about the negligible value of smgs in an engineer squad. Chances are that the hits and casualties are wasted if the squad is going to fail it morale check.
    Unless of course you’re in a total melee “cqb” situation and you can use smgs at another target.

    #174182
    Jan Doernte
    Participant

    So -if I understand the replies- 2 weapons can fire out of a window/door only once per turn?

    I thought I read in the rule book where if two units are in a building- then you have to pick the larger unit to do close combat with….

    #173869
    Jan Doernte
    Participant

    I was making the comparison to soft-skin ratings too simplistic.
    Of course this written above is a more logical way to think about it.

    “having a damage target number of 6+ after application of the pen modifiers isn’t the same as being a soft skin – that soft skin can never benefit from superficial damage while the armoured vehicle hit from behind can. The soft skin also can’t benefit from the long range pen modifier – it’s always going to take the full pen of the same heavy weapon, plus being vulnerable to small arms.”

    I gotta say- I love the responsiveness of the community here!

    #173819
    Jan Doernte
    Participant

    Oh yeah! You need a major! Otherwise you’ll be failing order tests galore!

    I know from experience!

    Sorry-missed that you wrote “captian” before I posted

    • This reply was modified 4 years, 10 months ago by Jan Doernte.
    #173817
    Jan Doernte
    Participant

    Wow! So I’ve been playing that wrong!
    Love the help Nat! Thanks!

    I guess thinking about this as part of a game system with coherent vehicle rules- it makes sense…

    Although I seriously doubt any halftrack (US, Hanomag, or other) had variable armor thickness in reality. If it had only 10 or 15mm armor plate- I’m fairly certain is was the same all the way around.

    Best regards

    #173809
    Jan Doernte
    Participant

    I find prone figures to be a pain in the butt for squeezing squads into (smaller) buildings.

    Otherwise- they should offer no advantage/disadvantage.

    Beware the moron who fantasizes about modeling an entire squad peeping out of a man-hole cover, or the like, and claims true LOS advantages. The “everyone is standing” rule fixes that for us normal people.

    #173806
    Jan Doernte
    Participant

    I need clarification on an item that resulted in a house-rule during one of my last games-

    An armored halftrack transport (+7) hit from the side- does it have a -1 modifier (6 to penetrate) and -2 from the rear (5 to penetrate)
    or is it +7 all around? (As I imagine it is)

    It seems ridiculous to me that a armored carrier has less armor than a soft skin- if hit from behind- and is equal to a softskin from the side.

    And also a Luchs (or any +8 light tank)- it has an armor rating of +6 from behind? (basically a softskin?)

    I would imagine +7 as an absolute minimum or all armored vehicles-

    I searched the rulebook cover to cover and couldn’t figure this one out.

    Thanks in advance!

    • This reply was modified 4 years, 10 months ago by Jan Doernte.
    #172759
    Jan Doernte
    Participant

    Here’s a wonky rule that needs fixing- A mortar or arty can “range in” (-1 to hit) but a Tank gunner cannot?

    Two stationary tanks fire at each other. Maybe you’re rolling a 5 or 6 for long range- light cover. Let’s say they both miss.

    Turn 2- nobody moves- both fire at each other. At least an even chance that both (still) miss.

    This is so off from reality.

    If a tank commander gave an fire order to his gunner- and that gunner missed a stationary target 2x- I’m sure that commander would push his gunner out of the tank and take the shot himself!

    If a firing gun does not move- and the target does not move- Everything should have a -1 to hit.

    #172757
    Jan Doernte
    Participant

    The Fortress Budapest book has army lists that disallow the “Free unit” from the Soviet Army book.

    The “Big Push” special rule- basically re-instates it- but with a slight variation that it is not inexperienced and armed only with rifles- but a 2nd unit identical to your cheapest infantry unit (if memory serves)

    A Soviet player using “Big Push” and getting TWO free infantry squads is exactly the type of player I’d try to avoid playing against!! 🙂

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