"PanzerGrenadier Deluxe Design Thoughts 3" Topic
10 Posts
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David Brown | 14 Apr 2014 3:47 a.m. PST |
This part of PanzerGrenadier Deluxe design thoughts examines the initial deployment of forces, spotting and the exploitation of reserve platoons. [URL=http://s204.photobucket.com/user/dcrbrown/media/RSCN0299_zps08913841.jpg.html]
[/URL] Deploying Reserves & Removing the 300 Foot General. PanzerGrenadier permits the build-up of troops in certain sectors or the deployment of reinforcements and keeps this vital intelligence from the enemy. How is this done? Well, the winner of the initiative, (determined at the beginning of each turn) is given sole access to the important Exploit phase. In this phase a player is permitted to bring on infantry reserves directly onto a Company HQs current position. This "on table" or "deep table" reserve deployment can be accounted for by actions such as hidden movement, infiltration or maybe the infantry have simply been dropped off from nearby transports and then rapidly moved up into position, hidden from enemy view by the smoke and confusion of battle. (The rules do restricted each HQ to just one platoon reinforcement per turn and only infantry may deploy in such a manner. Reserve tanks and guns must enter the table in the usual manner on the board edge; after all it's difficult to be that stealthy with a tank!) By permitting this deployment of deep table reserve forces your clever outflanking manoeuvre is not immediately spotted by your opponent and a player can now surprise his adversary by keeping reserve troops hidden until they are ready to deploy. This way the opponent cannot instantly predict what's going to happen, he cannot immediately launch an counter-attack or send his machine-gunners rapidly over to reinforce a defensive position because he can see your model soldiers slowly making their way up the table each turn. Deep table deployment means players are uncertain as to where reserves will arrive, rewards planning and encourages the use of mobile reserves. (Isn't that what wargames are all about!) Very few generals in history have been able to accurately predict where enemy reserves will be deployed, especially at a tactical WW2 level and the use of deep table reserve moves significantly helps to overcome some of the inherent disadvantages of playing wargames with models. Say goodbye, at least in part, to the three hundred foot general! For the full article see: link DB |
Sgt Steiner | 14 Apr 2014 3:59 p.m. PST |
Any date for when this new version will be 'deep table' deployed ? :-) |
Sparker | 14 Apr 2014 8:00 p.m. PST |
Is this different from bringing on reserve platoons in Flames of War? |
David Brown | 15 Apr 2014 7:02 a.m. PST |
Sgt S, The rules are with the printers, so 3-4 weeks from now! DB |
David Brown | 15 Apr 2014 7:14 a.m. PST |
S, I'm not over-familiar with FoW. So, plse feel free to correct me but I think FoW bring all reserve troops in on the table edge. In PanzerGrenadier infantry reserves can be brought in either on the table edge or on a friendly Company HQ. This HQ can be anywhere on table, (but not close to enemy units). Armour and other vehicles are restricted, as in most wargames, to arriving on the table edge. Hope that helps. DB |
David Brown | 15 Apr 2014 8:17 a.m. PST |
And just in case the link doesn't work try this one: link DB |
kabrank | 16 Apr 2014 3:23 a.m. PST |
DB Good link to all the design notes. |
Sparker | 16 Apr 2014 4:00 a.m. PST |
So, plse feel free to correct me but I think FoW bring all reserve troops in on the table edge. Yes, just checked and you're absolutely right – thanks mate! |
blankfrank | 27 Apr 2014 3:44 a.m. PST |
Will this deep deployment mechanism be the only major change in the new rules? (Says some one who is wary of buying an new edition with just a few tweeks). Dare I say deep deployment does sound a bit like the 'Jump of points' mechanism from CoC. |
David Brown | 28 Apr 2014 7:41 a.m. PST |
BF, There are many significant changes throughout the rules, the idea being to produce both quicker and slicker mechanisms whilst maintaining "wargame" realism and accuracy. The most fundamental change is to command and control, the ability (or not) to command your troops (in both your phase and your opponents phase) runs through the entire game. As in common with other wargames command and control is based upon your command elements, and especially your HQs in PanzerGrenadier Deluxe. Also such things as reserves become important and it's up to you the commander to dictate how many of your units will be held in reserve. On way to bring in reserves is via the exploit phase, (which is restricted to the winner of the initiative) during which your HQs can bring in reinforcements if you have allocated appropriate reserves – so planning ahead, according the type of battle you wish to fight, is important (and this mechanism is different to Rich's jump off points, other than the fact that both are bringing in reinforcements!) All activation and direct fire mechanisms have been streamlined and produce better results, being more platoon based and encouraging both platoon fire and concentrated MG fire. Artillery though still remains the biggest threat to both you and your opponent. Morale is also different with the introduction of a Battlegroup Breakpoint. Once this breakpoint is exceeded the player is required to test each turn, the result of which may impact upon your currently suppressed units, (i.e. do your men start slipping away from the battlefield once you have taken significant casualties or do they stay and fight?) So, although some mechanisms are similar to the 2nd Edition, the game is not. I'll soon be producing a PanzerGrenadier Deluxe AAR on the General de Brigade and other forum highlighting and explaining each rule mechanism is it's played Hope that helps. DB |
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