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Author Topic: hits??  (Read 356 times)
glenbrooks
Cadet

Posts: 6


« on: 05 January 2020, 10:11:54 AM »

Hi Lads what do most of you play and pros cons for hits??? As the book says take them off at the end of the turn ?? or use the optional rules and keep them on and build them up? thanks glen
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Ithoriel
Lieutenant General
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Posts: 6893



« Reply #1 on: 05 January 2020, 10:41:41 AM »

We do neither!

In our games elites remove up to two hits, average troops remove up to one and green or fanatic troops remove none. Once a unit has taken damage it cannot recover it's final hit, it will always be at least one hit short of it's starting total.

Leaving hits on saw units eliminated too quickly for our tastes but removing all damage from a unit that was only one hit from annihilation was too far in the other direction.

It takes time for sergeants to rally shocked troops, for corpsmen to get the lightly wounded back in action or for lunatics like Mariya Oktyabrskaya to jump out of an otherwise intact tank to fix the tracks of "Fighting Girlfriend" while under fire.

All that said, removing all hits speeds up end of turn clear up and hits left on speeds up the game overall.
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Big Insect
Major
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Posts: 669


« Reply #2 on: 05 January 2020, 11:27:49 AM »

We always play take hits off. The 'pure-play' version.
It's just the way we as a club have always played BKC, CWC and FWC.

For a fast decisive game we have used hits stay on - it greatly speeds up the game.
Also ideal for larger point games or multi-player games or limited time - so a quick evening game for example.
The more units/points you play with the more helpful the hits stay on rules can be (IMHO).

Cheers
Mark
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toxicpixie
Major General
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Posts: 4597



« Reply #3 on: 05 January 2020, 11:39:43 AM »

For “A Very British Civil War” stuff with rickety tanks and home made IFVs etc I liked removing hits from infantry as normal, and keeping them on for vehicles.

It encouraged lots of infantry and their supports instead of looking like Kursk Wink  
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Steve J
General
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Posts: 8114


« Reply #4 on: 05 January 2020, 12:20:04 PM »

I play hits stay on, which works for me, for similar reasons others have already outlined above.
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Raider4
Lieutenant Colonel
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Posts: 948



« Reply #5 on: 06 January 2020, 07:55:16 AM »

For “A Very British Civil War” stuff with rickety tanks and home made IFVs etc I liked removing hits from infantry as normal, and keeping them on for vehicles.

It encouraged lots of infantry and their supports instead of looking like Kursk Wink  

Ooh, I like that idea! Nice one.
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toxicpixie
Major General
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Posts: 4597



« Reply #6 on: 06 January 2020, 09:57:11 AM »

There's a dearth of useful, mobile anti-tank assets in our AVBCW games so it works well - the armour ends up limited in both numbers and longevity, but whilst it lasts it's bloody dangerous and you need to put some faff into dealing with it Smiley

I suspect if you did that in "proper" mid to late war WW2 it would make armour pretty rubbish. Maybe. Now I think about it, it might work nicely as well Cheesy
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Big Insect
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« Reply #7 on: 06 January 2020, 10:59:13 AM »

Could work very well in WW1 games with early tanks and armoured cars.
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toxicpixie
Major General
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Posts: 4597



« Reply #8 on: 06 January 2020, 01:41:29 PM »

I do feel it replicates part of the reliability and breakdown and terrain issues early armour suffered, as well as things like fuel and the disintegration of crew coherence due to fatigue and battle stress. Much like the SCW where armour rampaged around for a bit, out ran its supports and logistics and sort of fizzled out...
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