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Post by Schogun on Dec 17, 2019 4:04:54 GMT
1. Initiative -- do you roll once at the beginning of the game and play alternates for the rest of the game OR do you roll initiative before each turn?
2. Command Ability -- we had trouble understanding the advantage since the "free" Actions still use up Action Tokens. We could use some examples to help us better understand and implement the rule. Especially as you add more Characters but not more Action Tokens, this officer ability will play a bigger role.
One example we came up with was a Character with 3 Actions uses all 3 to move 3 times and catch up to his NCO who in turn allows him to take 2 extra Actions, for example, Aim and Fire. But that uses all 5 Action Tokens.
Observation: We found we didn't have enough terrain that blocked LOS. So both sides moved behind Partial Cover and fired at each other until Characters were wounded then killed. We didn't play with grenades but no one would have closed to within short range to throw them. Smoke grenades would have helped, too (next game).
Nonetheless, everyone enjoyed playing.
Thanks
Chuck
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Admin
Administrator
Posts: 274
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Post by Admin on Dec 17, 2019 13:59:59 GMT
A1: Initiative - Only at the beginning of the game and play alternates after that. This is one of the changes from the previous versions of the rules, where one would roll for initiative every turn. The main reason behind it is that in games with a very few Characters in play a little luck in the initiative would let your opponent forces crippled before he had a chance to do anything… this was mitigated in the previous version by the ability to “purchase” dice score booster for the initiative roll using ATs, but we found that in practice this was just too much down to luck and also slowed the game down. There will be a way to take initiative away from your opponent, but that is now an officer’s ability so only really usable when you play with larger forces… stay tuned for more details on that… A2: Command Ability – you did play correctly. The ability still has very considerable advantages however, for example, if you keep your NCO (Side note: he is NOT an officers, there will be officers and they have other abilities as well as Command!) next to say Christian Kruger, he can shoot twice, aiming both times and Take Cover all in the same turn. Remember that here is no limitation to how many AT you can spend in a turn, you have to find ways to save some every turn until you have enough for a decisive offensive… As for the observation: well, you have to admit that is pretty realistic! Anyway yes, I would suggest to have at least one piece of LOS blocking terrain (any vehicle or a building) to add variety to your board layouts, or use more Partial Cover. Don’t forget that the Partial Cover effect is cumulative AND all Characters starts the game In Cover. That means that if they are behind a single Partial Cover can only be hit on a 6 (not easy at L distance) and behind 2 or more can not be hit at all. Generally speaking you should set up your table with most of the terrain halfway between you and your opponent, so that there will be plenty of areas that are covered by at least two Partial Covers. Then start deploying your less valuable Characters first, and leave the most protected spots to deploy your best assets for last, once your opponent has most of his force down and you can estimate where he is able to concentrate most firepower… Try to always save at least 1 AT to Take Cover if shot at. A good tactic early on, instead of exposing someone to fire on well protected targets, is to place OF to prevent him moving in a position that would give him an advantage...
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