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 Post subject: Rattenkrieg - Stalingrad 1942
PostPosted: Fri Jun 29, 2012 3:23 pm 
Sarge
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Joined: Wed May 04, 2011 12:19 pm
Posts: 85
Location: Cologne, Germany
Well, while playing Call of Duty 2, where i had to repair a telephone line as a Russian soldier, i got the idee, that would be a nice scenario for FoF. As it stands, we are expanding our Club terrain with additional City terrain, so i would just need a couple of 15mm Russian and German soldiers. (Our terrain is 15mm, as we are playing FoW very much).
But only for one Scenario would be to much expenditure, so other scenarios will be designed, the defense of the Pavlov House, ambushing a supply coloumn, a sniper duel, etc etc. There are many ideas.

But first, as there is no WWII supplement yet, i need too establish a few basic points. I hope you can help me here and give me some suggestions.

First small arms:

K98 - Standard German bolt-action rifle
MP40 - German SMG, nothing special here
G41 - Semi-automatic rifle, only used in small numbers, no special rules
MG34 as LMG - Medium Support Weapon AP +2
MG34 as HMG - Heavy Support Weapon AP +3
MG42 as LMG - Medium Support Weapon AP +2, Intimidating
MG42 as HMG - Heavy Support Weapon AP +3

Maybe the MG34 LMG will be Intimidatig too, as in this case i do not have to keep the models apart, remember, they are only 15mm.
I do not thing that the exceptional high ROF of the MG42 would warant an additional die, as these high ROF has it drawbacks too. Degrading accuracy with longer bursts is the most important i think.

I have no idee concerning the semi-automatic rifles, as only single models will carry them.


Mosin-Nagant - Standard Russian bolt-action rifle
PPS-41 - Russian SMG, superior to the MP40, i think will have the cabability to outgun units armed mostly with bolt-actoin rifles
SWT1940 - Semi-automatic rifle, only used in small numbers, no special rules
DP1928 - Light Support Weapon AP +1
Maxim HMG - Heavy Support Weapon AP +3
PTRD/PTRS 41, Antitank Rifle - Medium Support Weapon AP 1 / AT 1 (Light) Troop quality D6 when used beyond optimum range

Vehicles, a few are needed and this is the difficult part.
First i had to determine some basics:
10mm Armor = 1D8 or 2D6
15mm Armor = 2D8 or 3D6
30mm Armor = 3D8
50mm Armor = 3D10
80mm Armor = 4D10
100mm Armor = 4D12

Last one would be the frontal Armor of a Tiger I :mrgreen:

So i get the following profiles:

Vehicle Weapon Front Side Rear Deck
SdKfz 251 MG34 or 42 2D8 2D6 2D6 2D6 Light Vehicle
with 37mm PaK (AP1/AT2 L)

PzIIF 20mm L55 (AP3/AT1 L) 3D8 2D8 2D8 1D8 Light Vehicle

PzIIIJ 50mm L60 (AP2/AT4 M) 3D10 3D8 3D10 2D8 Medium Vehicle

PzIVF1 75mm L24 (AP3/AT2 M) 3D10 3D8 2D8 1D8 Medium Vehicle

PzIVF2 75mm L43 (AP3/AT6 M) 3D10 3D8 2D8 1D8 Medium Vehicle

T34/1941 76,2mm F34 (AP3/AT4 M) 3D12 3D10 2D10 2D8 Medium Vehicle


I think the sloped armour of the T34 warrants the 3D12 instead of the 3D10.
All vehicles should have the Poor Move & Fire attribute.
The lacking coupola of the T34 should incour an -2 reaction penalty when buttoned up, on the other hand, Mobility tests in difficult terrain should have a positive die shift, because of the superior mobility of the T34.

Not sure if all vehicle MG,s should have only 2D, i think only the T34 should have it, because the Russians MGs where not belt feed, so this would be 3D for the German Panzer.

Anything else?

Ideas, suggestions please. ;)

Greetings
Wolflord

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 Post subject: Re: Rattenkrieg - Stalingrad 1942
PostPosted: Sat Jun 30, 2012 4:33 am 
Lieutenant
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Joined: Fri Sep 09, 2011 7:17 am
Posts: 134
Location: Granduchy of Tuscany
During my experience in the forum, I collect all the players' ideas about 2° WW.In the attachment there is a list about vehicles.It's not mine,I repeat,but I believe that is is right to share it.

There is one more attribute:
Hanger Queen: every six turns make a quality check a failure indicates a mechanical issue (transmission ,engine) and the vehicle is immobilized.
This attribute may be neutralized if a recovery asset makes base to base contact for one turn OR another heavy vehicle tows the broken down one this takes one turn to apply the tow cables it may tow the stricken vehicle to its base line the following turn . The stricken vehicle is lost for the rest of the game but is not counted for VPs the towing vehicle may return to combat .

This,too,is an idea of Whoa Mohammed.

Hope help.


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 Post subject: Re: Rattenkrieg - Stalingrad 1942
PostPosted: Sat Jun 30, 2012 10:25 am 
AAG Co-Director
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Joined: Sun Oct 07, 2007 8:03 pm
Posts: 6549
Location: USA
I've always thought Stalingrad was a PERFECT setting for a WWII Force on Force game. Let us know how the games go, please!

Thanks for sharing your compilation of ideas from the forum on WWII, too, Maggico. Very thoughtful of you, sir!

Best wishes!

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Game Designer, Ambush Alley Games

"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."


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