Soviets try to get their tanks across the table in a later game in the series. |
The first few games were straight up infantry affairs to help me shake off the cobwebs and figure out where I was forgetting rules. |
My sole gripe with the rules is the use of markers for tracking activation, pinned, acquisition status (for armor), and # of armor penetration hits. You also need some way of tracking the number of destroyed units for each side, as these, plus the # of currently pinned units effect the initiative score.
However, so many games require markers, that it seems like short of an all or nothing approach to hits, or off table tracking (difficult in a 1 figure = 1 man game with more than a handful of figures per side), there really isn't a better option.
So, other than that, the game has a lot going for it although it took me 5 or so games to really see how good they were, as I kept forgetting rules in the early games or situations just didn't come up:
- The Guts score - it effects both initiative and morale, including the ability to rally. It's a mix of quality and motivation.
- simplified movement
- if one figure reaches cover, the whole group does
- move one figure, then place the rest around that figure, rather than measuring for all
- terrain does not effect movement rates of infantry
- Movement rate determines what additional actions a unit may perform and any penalties
- Snap (opportunity) fire is restricted to one enemy unit.
- Using grenades to supplement a charge is abstracted and works quite smoothly
- Taking fire, regardless of result, triggers a Guts check - this seems right to me, but surprisingly few systems I have played incorporate it
- It is difficult to score a hit on a target in cover - based on what i've read about the expenditure of ammo in WWII to hit a target, this too seems right to me.
- The way it handles armor.
I had to fudge any vehicle that wasn't a tank, since no stats are included in the core rules beyond a vehicle or two per army. |
It's hard to see, but the PZ. IV had just made it onto the table when one of the T-34s brewed it up on a single hit This is less frequent an occurrence than my pictures might relate. |
The core rules do, however, cover tank riders! |
As a bonus, I suspect these rules could work well for that - treating each figure as their own fire team and disregarding the man-alone rule and the "only 1/2 figures per unit can shoot" rule. I may try them in that respect at some later date, but Five Men in Normandy awaits first.
Glad the 10 by 10 stuff is working. I have wanted to give Disposable Hearoes a go. I had got it out to at least have a re-read! Besides my own rules, I want to give 10 by 10 a go but I am a butterfly.
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