"Best Ruleset for Arab-Israeli Wars: Fistful of TOWs!" Topic
5 Posts
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Editor in Chief Bill | 21 May 2018 7:27 p.m. PST |
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Joes Shop | 22 May 2018 7:00 a.m. PST |
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Oldgrumbler | 22 May 2018 10:53 a.m. PST |
FFT is great for armor engagements. The infantry rules are a bit weak. |
Neal Smith | 22 May 2018 11:34 a.m. PST |
Oldgrumbler – Can you expand on the weak infantry rules part? I am right in this spot of looking at rules for Arab/Israeli Wars (specifically '67, but others too) and I do want to run "infantry games" also. I just decided that 1 stand = 1 platoon is "OK", but I do want infantry to make sense. :) |
Dynaman8789 | 22 May 2018 2:01 p.m. PST |
It goes into roughly the same level of detail as the Spearhead rules do. The interaction of Infantry and Arty is elegant – usually arty causes them to pin rather than die allowing your forces to move forward. There are only three states with infantry, OK, Pinned, and dead. I usually prefer squad stands for infantry battles personally. Urban battles are better simulated by a lesser ground scale, 100 meters per inch drains a lot of the flavor out of it. Move up, close assault, wash, rinse, repeat. I find this a problem with any platoon level stand game however. |
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