Breaching the Trasimene Line Italy 1944

Started by Steve J, 11 May 2021, 08:54:18 PM

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Steve J

An update on the game, with what occurred overnight in terms of dispositions, plans for the attack etc on Day Two.

https://wwiiwargaming.blogspot.com/2021/05/breaching-trasimene-line-italy-1944_13.html





Dave Fielder

Bit worried the family isn't getting to eat with the dining table full of 10mm loveliness! Unless the carrot cake is on constant supply ;-)
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Steve J

Fortunately the small table in the kitchen is the main place to eat, with the dining table for Xmas, Easter etc and for when we have visitors. The cake is in storage awaiting FtF gaming resuming, as long as the Indian variant doesn't put the caibosh on things.

T13A

Nice one Steve, looking forward to see how this progress'. I think the Italian campaign is my favorite 'theatre'.

Playing solo, I'm just wondering if you simply 'play' both sides simultaneously or if you use some kind of system to decide what one or both sides do?

Cheers Paul
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Steve J

Thanks Paul. I'm sort of playing both sides, but more actively the British as they have a lot more to do as it were, compared to the relatively passive Axis forces. Prior to the start I had a rough plan of action for both sides though, which I sticking to unless obvious events change things. Certainly the narrative is driven from a British point of view.

Techno II

Nice one again, Steve. :-bd

Cheers - Phil. :)



Techno II

Very enjoyable, Steve....even though I'm still way behind the curve as far as game mechanics are concerned.

Cheers - Phil. :)

Lord Kermit of Birkenhead

Think Warmaster Phil, Die roll under the unit's CV (which is command value) and reduce the CV by 1 for each order it has had. Also add 1 to the roll if the controling HQ is over 20cm away. Very basic outline but gives the general idea. The units have 2 combat values AP and AT, roll that number of dice hitting on a 4 if in the open 5 in soft cover and 6 if in hard cover. Soft stuff like grunts have no saving throw, armour does, lower the number the better cause you have to roll the value or higher. Hope that helps.
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Steve J

Thanks for that Will. Unless you know some rulesets, AARs can make no sense whatever!


Lord Kermit of Birkenhead

Quote from: Steve J on 16 May 2021, 12:33:21 PM
Thanks for that Will. Unless you know some rulesets, AARs can make no sense whatever!

No problem Fred.... It's very basic but should give the basic idea.

IanS
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Ithoriel

Thanks for that. Excellent stuff once more!
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