Play Aids (Full Version)

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WO1GKW -> Play Aids (10/8/2005 12:26:43 AM)

I did not create the following reference card but found it on BoardGameGeek.
Check this out:
http://www.bggfiles.com/viewfile.php3?fileid=13172
Big thanks to the author - good work!

Gregg




Ichibrothers -> RE: Play Aids (10/8/2005 1:08:43 AM)

Yeah...that is pretty cool!

I would like to see a "fractions" player aid. When to round up and when to round down, etc. Have been meaning to give it a try, but have never gotten around to it.

Bill




Magua -> RE: Play Aids (10/8/2005 3:36:12 AM)

That would be me fellas.

Gee, they were supposed to email me when they put it up. No matter as long as it's there for all to share. [;)]

It's a work in progress. Right now it covers only the most basic forms of infantry combat, and not vehicles and other more advanced things. My intent is to try to create a handy form that helps out with those things we're most likely to encounter and get stuck on.

All feedback is welcome. I apologize to the FH guys here for leaving the info for that game out, but I really wanted to keep this thing lean and mean, and besides, I don't own FH so I couldn't include references to that game if I wanted.

I tried emailing and PMing Mark, but he never did get back to me. I wanted to run this by him first. But since I never heard back, I went ahead and posted it. So, if he or Matrix objects to this thing being out there, I'll pull it.




Magua -> RE: Play Aids (10/8/2005 3:43:10 AM)


quote:

ORIGINAL: Ichibrothers

Yeah...that is pretty cool!

I would like to see a "fractions" player aid. When to round up and when to round down, etc. Have been meaning to give it a try, but have never gotten around to it.

Bill


I've got a lot on my plate right now with Brecourt, the La Fiere map, and chores, but if you can point me to the places this comes up, I'll add the info to the card.




puck4604 -> RE: Play Aids (10/8/2005 2:59:44 PM)

Usually BGG will e-mail your "Geekmail" account, not your regular e-mail. I know you can set it up to e-mail your magua@anywhere.com account, but I am not sure that the option is working right now. They've been fixing a lot of stuff over there, and sometimes things get broken in the process. A wonderful website, nonetheless! It's my homepage.

I'd be real surprised to find out the Mr. Walker or Matrix would have a problem with your work. Most developers and game companies seem to like the BGG community and the work the players have provided. Of course, there's always a first time for everything, so...

Anyhow, thanks Magua for the work. I'll go download it now!

[:)]




Rael -> RE: Play Aids (10/8/2005 4:49:05 PM)

I think these are the rules that have fractions

A. 1.6.1 using captured support weapons on the DFT they are fired
at 1/2 firepower fractions ROUNDED UP.

B. 4.1 mmc's under a ops complete marker that opportunity fire, fire
at 1/2 firepower fractions ROUNDED DOWN.

C. 5.2 multiple attacking units total firepower is summed ( full for the
1st, each additional unit adds 1/2, mg's add full, 0 firepower adds nothing)
the TOTAL firepower is summed and fractions are ROUNDED UP.

D. 6.1 assualt move 1/2 movement and fire fractions ROUNDED UP.
(also applies to vehicle assault movement 15.2)
( the movement is halved, -2 is subtracted from total firepower).

E 8.0 in melee when figuring odds ratio fractions are DROPPED.

I think that is all of the instances of fractions. BTW, I think Mark had mentioned on one of the boards when Anzac Attack came out that he
did not like fractions in the rules as they were confusing and changed
some ( spotting in FH was one )I think these instances stayed as they
are necassary for the overall game engine.




Magua -> RE: Play Aids (10/8/2005 4:53:50 PM)

Thanks Rael. I'll add these to the card this weekend, and repost it.

I took the liberty of reorganizing Adam's outline of how to use Ops Complete markers. I find this info a bit easier to use when split into the three groups.

Place an Ops Complete Marker when:

-unit attempts to spot (helicopter n/a).
-unit places/attempts smoke.
-unit fails pre-close assault morale check if didn’t move to current hex.
-leader, advisor, scout spots place mortar FFE marker.
-leader, advisor, scout fails to sight OBA spotting round.
-leader, advisor, scout places OBA FFE marker or aborts mission.
-helicopter moves/changes flying mode/disembarks passenger, but doesn’t fire.

A unit with an Ops Complete Marker may:

-fire at FULL FP at hex it spotted in that impulse.
-add leadership to fire at hex leader spotted that impulse.
-op fire ½ FP FRD, 0 FP units at –1FP.
-op fire with SW ½ FP FRD or +2 to hit.
-op fire vehicle/helicopter MG ½ FP FRD.
-op fire vehicle/helicopter ordnance +2 to hit.

A unit with an Ops Complete Marker may not:

-fire at target other than in hex it spotted in that impulse.
-use leadership other than inhex it spotted in that impulse.
-spot.
-move.
-snipe.
-place smoke.

As Adam stated, when you break it out like this, you can see the really delicate subtlety in how Ops Compete works. Their use is intuitive and logical, but I agree with Adam, it's nice to have it all laid out. Unfortunately, it doesn't fit on the head of a pin, but some things benefit from a thorough explanation.




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