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""Cost Of Victory" Skirmish WW2 Complete AAR Over 100 photos" Topic


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1,243 hits since 14 May 2014
©1994-2024 Bill Armintrout
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War Panda14 May 2014 9:58 p.m. PST

I posted the 1st part of this game a few days ago; this is the completed and entire game (including the first part) . Hope you enjoy it, was great fun to make (lots of work though)

The rules I used are a new set just been play tested at the moment and were just terrific to play.

Link to the full AAR:

warpanda.blogspot.ca

picture

picture

picture


picture

Costanzo115 May 2014 5:31 a.m. PST

Very beautiful and richly detailed!

Bill Slavin15 May 2014 6:42 a.m. PST

Glorious! Although there is something a bit disturbing about the flower pots and laundry juxtaposed against the dismembered bodies!

And a crotch shot???!!

EHeise15 May 2014 9:57 a.m. PST

Where'd you get the dice that shows hit location?

Weasel15 May 2014 9:58 a.m. PST

Kinda digging the comic book style

Striker15 May 2014 1:37 p.m. PST

Found this link EHeise:

link

or this one:

link

Great looking layout.

War Panda15 May 2014 8:36 p.m. PST

Thank you chaps…glad you liked it…and Striker thanks for the LINK …more people asked about that dice than anything else :)

there is something a bit disturbing about the flower pots and laundry juxtaposed against the dismembered bodies!

Yes Bill it sounds rather like the brain child of your friendly neighbourhood serial killer when you put it like that…

And a crotch shot???!!

LoL I know I should have rolled again ;)

Just Jack Supporting Member of TMP16 May 2014 9:00 a.m. PST

Holy crap, John, that was fantastic! I can't believe you took the time to upload and write up 100+ photos, thanks for that.

Very fun read, lots of action, and, as always, an absolutely beautiful set up. I don't think we'd ever seen your casualty figures as there hadn't been any fighting previously ;)

This made me think of a couple other deals with the rules. Regarding spotting, I've pretty much been playing it that, if one Brit has spotted a German, all the Brits know the German is there, unless there is an element of Brits far enough way and out of LOS that it wouldn't make sense.

Also, if a Brit is trying to spot a German, and there are actually two or three Germans relatively close together, I count a successful spotting attempt as spotting all the Germans. How are you playing these two aspects?

Regarding shooting, I almost never take aimed shots. For me it has been very fruitful to take multiple shots at an enemy, so that even if I miss, I putting more stress on him and giving him a better chance of failing morale. Along those lines, I've made it tougher on my guys when testing morale as I don't add the S&D rating to the dice roll unless they are S&D 4 or better (all my guys, on both sides, start out as S&D3).

You had a lot of guys end up KIA. I know the rules for casualties are 'light wound,' 'serious wound,' and 'dead,' but that's not exactly how I'm playing it in the campaign, I think it gives you too many KIA. On the table I'm playing the light, serious, and dead as written, but following the game I roll a D20 on a table (that I created) to see what it ultimately means, which is how you keep seeing "Smith is sent to Battalion Aid Station for four days," "Jones is evacuated to China Beach Hospital for 10 ten days," or "Robinson is evacuated to the United States, his tour is over."

Ultimately it just means that guys knocked completely out of the fight on the tabletop aren't necessarily dead, they were just hit pretty bad, but may end up dead or may end up returning to your squad at a later date.

Leave it to you to have a crotch shot…

V/R,
Jack

War Panda16 May 2014 1:41 p.m. PST

if one Brit has spotted a German, all the Brits know the German is there, unless there is an element of Brits far enough way and out of LOS that it wouldn't make sense.

No just the one whose making the shot…I don't know how many times when I went hunting with my "townie" buddies when I'd spot a rabbit, shot and my two friends would be like "what the hell are you shooting at…" (ironically I went goofer shooting at a farm over here on the prairies and it was the reverse…couldn't see the blighters…anyway in my game the bren team on the left hadn't spotted the German… even if they know he's there (gun shoots) lets say they jump out to shoot…if he's kneeing behind a hedge there's those vital milli-seconds of locating that small target (head) in which time the German can react first…so the rule for me is not just a LoS thing but how difficult it might be for someone to 'quickly' spot and target you. Those milli- seconds are the difference between getting off your shot off or being shot I imagine…your thoughts Marine, you're the expert here…Bambi and Thumper were rarely armed :)

Regarding shooting, I almost never take aimed shots. For me it has been very fruitful to take multiple shots at an enemy, so that even if I miss, I putting more stress on him and giving him a better chance of failing morale.

From a mechanical point of view at times it would seem the most effective option, especially from the point of view of increasing stress points.

Well before getting down to the actual mechanics I want to give my interpretation of what the difference between an aimed shot is and a non-aimed one.

I imagine a non Aimed shot is an instinctive blast towards an enemy …imagine the British lead scout carrying his rifle at waist level, he turns a corner of a high wall and there 6 yards away is a German walking slowly towards him in exactly the same manner. Both have been actively scanning their front 180's for enemies so they both see each other immediately.

Without thinking of this situation from a rules point of view…what would be the shooting options for the Brit and the German?

1. As quickly as possible directing their waist held rifles towards the immediate danger and letting off a shot.

Result…action done quickly minimizing the change of target returning fire , potential of more shots (especially if there are multi enemies…moderate chance of hitting target…

2. Aimed shot, raising rifle to shoulder and quickly shooting

3. 2 or more aimed actions…obviously rifle laid into the shoulder and concerted effort to direct a lethal shot (if that's desired I guess…we're not the NYPD)

Running the risk of been shot before you even get your shot off, less shots…better chance of a successful and effective shot.

I personally think a single shot weapon like a BA rifle should be seriously penalized unless there's some form of aiming (possibly more than the official rules state presently)


Now this is where I changed things a little: An aimed shoot meant I could re-roll on the target dice. 2 aims meant I could re-roll twice etc. Of course certain body locations meant damage modifiers. A shot in the foot isn't very likely to cause instant death (unless he's crossing a 40ft high tight rope) compared to a head shot obviously.)

Also remember that Matt changed the modifier to +2 for each action spent aiming (I changed this to +2 for the first…+1 for everyone after…)

Now I think I'd be correct in saying that the main function of small arms fire in WW2 was laying down suppressive fire, and not necessarily to cause maximum physical damage. And in the situation of targets in decent cover I think the emphasis should be on pinning the enemy down. This could be seen where Richie and Hamster were behind the wall with the German rifle firing twice (as much as he could) and the sub-machine gun laying down enough fire so when the grenade flew over only one reacted…

But when the decent shoot presents itself 'Hammer' Barnes (the best shot in the platoon) sees two targets in the open and their facing away from him…he decides to aim and shoot.

But if this is the primary purpose of small arms fire this leads me to the area of the biggest problem. But I may have interpreted the rules wrong here.

It's the question the amount of stress that's allotted by various forms of fire. Am I wrong but does a Heavy MG give the same stress amount as a single rifle shot?

If so I think this is a big problem. Imagine the two chaps fully behind the wall meaning they can't be physically hit and are being shot at intermediately by a bolt action. The rifleman's s/d means he can shoot 3 times. 3 stress. A MG42 fires at the wall 3 times. 3 stress. So in this situation of the target is in full cover then it would be more valuable for the purposes of suppression to have 3 riflemen firing at the wall than 2 MG42's.

If this is the case (which I think it is then this is the rules biggest problem.


The medium MG does give an opportunity to hit several targets in a grouped area but for me this is not enough…it needs to produce more stress.

Also, if a Brit is trying to spot a German, and there are actually two or three Germans relatively close together, I count a successful spotting attempt as spotting all the Germans. How are you playing these two aspects?

OK …I'm playing the spotting with minis were grouped together if in close proximity to each other. But I occasionally judge on an individual basis if there is a huge difference mod for cover… on German standing out for a shot while behind the 2nd is prone behind a hedge

BTW I purposefully had the Brits acting way too Gong-Ho in this first mission (I know they would have likely to have had fighting experience already but just for the purposes of a campaign) but would become far more cautious in the later missions. They were basically sprinting to locations in the open just to get prime shooting spots.

I think it gives you too many KIA. On the table I'm playing the light, serious, and dead as written, but following the game I roll a D20 on a table (that I created) to see what it ultimately means, which is how you keep seeing "Smith is sent to Battalion Aid Station for four days," "Jones is evacuated to China Beach Hospital for 10 ten days," or "Robinson is evacuated to the United States, his tour is over."

Jack I was actually so determined to go by the book (originally I totally intended not to change anything with the rules as it was a play test but that didn't last very long…but

you are absolutely right…I was like 'what another kill' I was going to imply the NuTs 'knocked out of the fight' rule that sounds like yours but in the end with two British dead I let it be as I wanted a sense of loss and the Brits were very reckless…

Great chat though …look forward to more discussion on this. And I want to emphasize that I really think the core of this game is excellent and I haven't enjoyed a game this much in a long long time!

Leave it to you to have a crotch shot…

Yeah I'm sorry I'll try to go easy on you :)

John

War Panda16 May 2014 3:03 p.m. PST

BTW I forgot a rule I ended up playing was when an active mini moved into the LoS of an enemy on overwatch or had reserved action points and wish to shoot…if the contact sighting wasn't automatic i.e. one side or the other was in cover then I made an automatic spotting test (no action cost) to determine what they can see. They is a chance that the German on overwatch doesn't actually spot the lone scouting moving slowly alone the high hedge and it's not certain that the Brit spots Jerry behind the wall.

Well if both spotted each other then I would ascertain if the Jerry wanted to fire now and then an opportunity for the Brit to shot. If the Brit wanted to fire without aiming then compare s/d with the highest shooing first….if s/d are equal both fire simultaneously.

Now I would allow the overwatch to aim but if he did I allow the active party to fire first….if the overwatch party decides to aim at a party that hasn't spotted him yet then I give the active party another opportunity to spot the other before he shoots. So does the overwatch sniper rush the shot or steady his hand but risk being spotted.

I enjoyed playing it that way. It might sound complex but it wasn't at all.

Anyway talk to you later

John

Just Jack Supporting Member of TMP16 May 2014 6:17 p.m. PST

I do pretty much the same thing, just based on my judgement of the tactical situation as to whether to force a test or not.

The only issue I had with the back-and-forth dicing to see who goes first is that the guy on overwatch loses/decides to aim, so the other guy goes first and puts some stress on him. In retrospect I'm not sure why I did it, but I didn't have the guy test for morale until it was his next time to do a 'regular' activation. Probably should have had him test before taking his overwatch shot.

I don't know how many grenades you've thrown so far, but I've done it quite a few times. I need to talk to Mark as I'm having a real big problem with this. The scatter roll is half a D20, so five times now I've had a guy toss a grenade at a target between two and six inches and missed, with the scatter roll having it land 8, 9, or 10 inches away!!! That's not a miss, that's a @#$%'in catastrophe. We're talking about tossing a grenade 20 yards, and if you miss 8 inches at 12 o'clock, the guy threw the grenade another 40 yards past the target! I've been thinking about it quite a bit and I'm not sure of the best answer (probably half a D10), but this is the only real problem I'm having with the rules.

Don't misunderstand, I don't have a problem with the D20 scatter with mortars, grenade launchers, rifle grenades, RPGs, etc…, just with hand grenades.

V/R,
Jack

War Panda16 May 2014 8:04 p.m. PST

I reread the rules and discovered that a MG gives twice the amount of stress…which makes more sense…I'd give a MG42 3 times the amount of a rifle though…

When I read the grenade rule that's what struck me but with my 2 throws the problem never arose…not so as to complicate things I think any score over 6 I'd minus the thrower's d/s*2=distance and if its still over 6 then roll a d20 and if it gets a "1" it means a *"fumble"… if not a "1" just means whatever it landed had no bearing on the battle

*"Fumble" could mean it drops to the ground …and will require an 2 actions to throw it away or an action to move away

example:
an average soldier throwers d/s is 3
get a 17 (over 6) -6 =11>6 so roll d20 on a 1 the thrower fumbles otherwise no effect
etc…
get a 11 (over6) -6=5 inches from target
get a 10 (over6) -6=4 inches from target
etc…
get a 6 (not over a 6) 6 inches from target
get a 5 (not over a 6) 5 inches from target


an elite soldier throwers d/s is 5
get a 17 (over 6) -10 =11>10 so roll d20 on a 1 the thrower fumbles otherwise no effect
etc…
get a 11 (over6) -10=1 inches from target
get a 10 (over6) -10=Hit
get a 9 (over6) -10=3 inches from target
get a 6 (not over a 6) 6 inches from target
get a 5 (not over a 6) 5 inches from target

I think it works well

What do you think?

Just Jack Supporting Member of TMP17 May 2014 10:01 a.m. PST

John,

I think I agree regarding the MG-42 vs. rifle fire in WWII, but I'm not really messing with it in my Vietnam campaign as I don't believe there's as big a disparity between automatic rifle fire (M-16/AK-47) and MG fire.

Regarding the grenade scatter roll, I'm sure it makes sense to you, but it's hurting my cranium. Did I mention I was a Marine? All those fancy numbers and such are killing me ;)

I must meditate on this.

V/R,
Jack

War Panda17 May 2014 11:47 a.m. PST

LoL no honestly its really simple …otherwise I wouldn't have come up with it

Sgt Jack wants to throw his grenade at his platoon commander
He has a s/d of 5

He throws a d20…gets an 17 …a miss only 18-20 is a hit

So normally that's just a miss and you'd throw another d20

But not now.

Keep the 11 and ask is it over 6…

Yes it is (if it was a 6 or less than you would apply that distance to the miss …so it could never be over 6inches away)

therefore take away his d/s which is 5 from the score and you get 6

That's the distance away

If after taking the d/s away from the original throw its still over 6 inches then its just a miss (no effect on the combat…

I like it because the higher the d/s the closer your average throw would be

If you wanted super simple then keep original rule but anything that would be over 6 inches disregard as it having no effect on the combatants…

Meditate Mr Jack… meditate

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