Following on from last year's skirmish mega-test I finally got my own rules on the table - and promptly found they weren't as finished as I thought they were! Anyway its served to test out some of the basic mechanics as the plucky Brits try and clear a couple of block of insurgents. Key points so far:
- Figure activation is in an order decided before each turn - far more realistic than random. Initiative determines who moves first, then alternate, but there are some actions that will change card order.
- Each figure has typically 3AP to use, shooting can be concurrent with that (you can run and fire!)
- Spotting is similar to my larger scale Contact Wait Out rules, TN and TMs
- Direct fire ditto
- Have got separate rules for suppression and auto fire, but may combine
- Once hit location of damage is rolled first, as then protection (structures and personal) can be taken into account
- Stress markers cover a whole gamut of things like exhaustion, suppression, light wounds
- 3 light wounds and you're out, or one serious wound
- Scenario rules define reactions to friendly casualties for more realistic play
Some bit working well, others less so. Will finish this play through tonight (4 insurgents down for one Brit so far, body armour plus UGL the big plusses) and then try and get the rules finished before I play again.
Section Commander moves forward to the next block |
Fire Team B provides cover from one roof top, dead/wounded insurgents L and R |
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