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Monthly Archives: May 2010
Hue City, 1968
A few weeks ago Jonathan ran a Hue City game using FIreball Forward. Actually, the game was first developed for his Hue City scenarios.The game was a blast and his terrain was a usual outstanding. One of his original ideas was if the game looks great it only enhances the experience of the players…and he is right. The only rules change we tried was ranged infantry fire. Basically Squads/teams have an effective range of 12-inches and a long range of 24-inches. MGs have 24 and 48 respectively. Fire at short range is a normal and at long range the ‘white’ … Continue reading
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The verdict on the new ranged fire rules
Well, last tuesday night we played a Hurtgen Forest scenario that was full of infantry and tanks. The new armor and infantry fire rules were used and we had a very interesting playtest experience. We had players that were very familiar with the new rules and players that were brand new to them. There was some unease as the game went on for two main reasons. 1. Players had no concept of the chances of a kill with the new rules. 2. The new rules meant we would have to totally rewrite the spotting rules. The first point means that … Continue reading
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Ranged Infantry FIre Rules
On Saturday evening Sean, Adrian, Tom Ballou and myself played the second scenario in the Mark IV battalion mini-campaign and we tried a new take on infantry fire. Basically Jonathan reworked the firing system used for armor combat. Players resolve fire combat by rolling a certain number of ‘damage’ dice and a ‘range’ die. The range die can be modified by certain factors (a short list) and if the target is in whatever final range is determined, then the damage dice may have an effect. Everyone thought it played well although perhaps a bit more deadly…more playtesting will be needed … Continue reading
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