- TWO HOUR WARGAMES WIN OR GO HOME HOW TO
- TWO HOUR WARGAMES WIN OR GO HOME FULL
- TWO HOUR WARGAMES WIN OR GO HOME PRO
The StuG fire also missed the very long range shot. It only adds to the confusion in trying to find charts because then you have to look on both sides of the page.
TWO HOUR WARGAMES WIN OR GO HOME PRO
Pro tip: don't print your rules double-sided. That is basically because I am unfamiliar with my troops, they are a non-standard formation (in size and composition), and I keep changing my mind on what the figures represent (use WYSIWYG or a standardized formation?), plus there is the unfamiliarity with the rules. I fumble a bit trying to calculate the firepower numbers. (Remember, the bonus for cover has already been accounted for in the To Hit roll.) But because armored infantry does not check its morale while mounted in its half-tracks, that means that its save while mounted is 5+. Normally infantry can have anywhere from a 3+ save to a 5+ save, due to its morale state. Once you have obtained a hit the infantry gets a save. Shooting at the infantry is like shooting at a unit in cover, so you roll to hit on the Cover line. At this point it was necessary to work out how the armored infantry in half-tracks would work.
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The Germans return fire with all of the infantry stands that they can and get nothing. First surprise: the small arms firing ranges are not very long. So I actually have to move up to 12" before I can even fire.
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The first thing that I note is that the ranges of the rifles and LMGs are basically only 12", with 6" being short range. The Sherman – being at very long range – misses the StuG. Adds a little flavor without too much added detail.
TWO HOUR WARGAMES WIN OR GO HOME FULL
I decide that American gyro-stabilizers allow the tank to make a full move and still fire the main gun. The normal rule for firing the tank main gun on the move is that the tank may only make a half move and fire. For example, the American Shermans have gyro-stabilizers on them, allowing them to fire on the move. The Sherman barrels down the down to engage the StuG.Īs a side note, all of Thomas' rules are eminently tweakable. The platoon headquarters remains in the center, hiding from the StuG. The Mortar Squad sneaks down the wooded road from the northwest, but does not dismount the mortar team. Because they transported units are dismounting the half-tracks can only make a half move.
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Meanwhile the Third Squad and the Machine Gun Squad advance onto the board and dismount. Because they moved more than a half move they cannot fire. The forces were pretty much the same too.įirst and Second squads swing around the south end of the western approach to the village. This is actually the same board that a gaming buddy and I used for our test game of NUTS! Big Battles. As it happens, my scenario sort of pushes that boundary.
TWO HOUR WARGAMES WIN OR GO HOME HOW TO
One thing that struck me is that how to operate armored infantry in a half-track wasn't very clear to him either. The article was over on Soldier's East and it provided a number of observations about the rules. Such as this game using these rules.īefore I gave the rules a try I read a particular blog article about these rules. Sometimes, however, there are issues that arise that develop from a game, and you realize that the rules don't cover the situation adequately. Either you missed a rule or a rule is more nuanced than you originally read, so the issue becomes a non-issue. I find that some of the issues that you flag turn out to be nothing. Well today I decided to actually try some of these rules that I purchased and see if they have the problems that you imagine they do when you simply read through them.