Red Prince
Posts: 3686
Joined: 4/8/2011 From: Bangor, Maine, USA Status: offline
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Speaking of Pilots, now seems as good a time as any to look at the Optional Rules selection. We decided to use more or less the Standard Set of rules that come with MWiF. There were a few choices that I think are of interest: - Most of the MWiF games I've played used the 2D10 Land CRT, so I've been trying to get a feel for the 1D10 CRT recently. Orm was kind enough to agree to that, along with the Blitz Bonus rule.
- I was a little worried that using the Railway Movement Bonus (which I usually use) would be too much of a German advantage, but I think that using HQ Movement (which I don't) counters that very nicely.
- Another rule that I really like, even though it sometimes confuses me is Fractional Odds. The reason I like it is that it's easy to miscalculate the factors you can bring to bear against a target. Instead of having that attack that was supposed to be a 4:1 Assault reduced to 3:1 because you only managed to get 39:10, instead of the 40:10 you thought you had, Fractional odds gives you a 90% chance that you don't have to pay for your mistake.
Finally, I was going to attempt to figure out what these rules mean based on the chart from the Millennium Annual, but I realized that benefits & disadvantages from that chart probably don't apply to this scenario. Anyway, to start things off I decided on a Land Action (no, really? ), but I'm going to save my O-chit for later. I don't like that little fleet in Leningrad, so the first thing I did was to use one of my Air Moves to put the Condor NAV out into the Baltic Sea.
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Always listen to experts. They'll tell you what can't be done and why. Then do it! -Lazarus Long, RAH
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