Breaching the Trasimene Line Italy 1944

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

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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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Lord Kermit of Birkenhead
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Ithoriel

Thanks for that. Excellent stuff once more!
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Steve J


Duke Speedy of Leighton

Superb game. Action and losses feel 'right' even if they were horrible.
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Steve J

Thanks Will and the losses did have that attritional feel that seems right for the Italian campaign.

Techno II

Nice one, again, Steve !

Cheers - Phil.  :)