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 Post subject: Tank game Thoughts/Questions
PostPosted: Sun Apr 15, 2012 4:00 pm 
Lieutenant

Joined: Mon Jan 10, 2011 10:43 pm
Posts: 125
Thanks to Steve our group got to play the "KNIFE-FIGHT AT MAHMUDIYA" scenario from the FoF rulebook. I had a great time but got my teeth kicked in. Unfortunately we were running the Americans so it was a double shame. I blame the dice really…

As intended it was a great way to learn the vehicle rules. The only thing I found cumbersome was the back to back Morale test and then Bail out checks. I wish they could be combined in some format, so one test determines both.

I have a question on firing at a tank commander who is unbuttoned. When defending that tank commander would typically roll 4D, 1D for the individual and +3D defense bonus. Are there any other modifiers that apply to the tank commander’s defense die? If the tank commander and loader were both unbuttoned would they roll 5D for defense, 1D for each individual and +3D defense bonus? Are there any modifiers to the firing unit’s firepower dice?

I was wondering how others handle the bailed crew. Do you guys have separate figures for bailed crews? What weapons to you normally assign that crew, if any? Is the bailed crew now just a new infantry unit? The die shift means crew is not as effective, but if you are starting with some high quality troops that 4-3 man fire team can be very effective little unit. Am I missing anything in the rules? Is the bailed crew a fully functional infantry team after they leave the vehicle? This just seemed odd for a crew that just escaped a burning vehicle.

Thank you


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 Post subject: Re: Tank game Thoughts/Questions
PostPosted: Sun Apr 15, 2012 5:37 pm 
Lieutenant

Joined: Mon Jan 10, 2011 10:43 pm
Posts: 125
I also had one more thought to add. I had assumed I needed some real top end stuff to deal with the M1A1s, Leopards 2s, and Challenger tanks of the NATO armies. After last night's game I now wonder if I have enought Western tanks. I was only buying them in pairs. :)


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 Post subject: Re: Tank game Thoughts/Questions
PostPosted: Wed Apr 18, 2012 5:49 am 
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Joined: Tue Mar 10, 2009 4:19 am
Posts: 79
Location: Vlaardingen / NL
Louie N wrote:
I was wondering how others handle the bailed crew. Do you guys have separate figures for bailed crews? What weapons to you normally assign that crew, if any? Is the bailed crew now just a new infantry unit? The die shift means crew is not as effective, but if you are starting with some high quality troops that 4-3 man fire team can be very effective little unit. Am I missing anything in the rules? Is the bailed crew a fully functional infantry team after they leave the vehicle? This just seemed odd for a crew that just escaped a burning vehicle.

I ran into the same issue last weekend. If given the time to grab a weapon (such as crew bailing out from an immobilized tank), you could give them whatever weapon was assigned to tankers - often SMGs, though I know that some people preferred to have an assault rifle with them, just in cause. With survivors after a kill, I'm not so sure whether I'd bother with arming them.
I think that if vehicle crew taking part in the fighting is allowed, they should count for VP purposes, too.

I'm planning on getting miniatures with Uzis as dismounted crews for my Leopards and Marders, whenever Elhiem makes them.

With regard to force ratios, I've had Leopard 2s knock out several T-80s before being killed, but a lucky dice roll can get them quickly, too. Just don't expect a Bradley or other AFV to be just as sturdy as a tank, they're toast unless they fire (and hit) first with ATGMs.


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