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WWII: Struggle for Europe____WWII: Struggle for Asia => After Action Reports / Playtesting => Topic started by: Godleader on October 22, 2011, 10:09:32 AM
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The Funny war is over Spring 1940 the german is one the French border
The Brit dont dispatch the BEF in France is plan is Landing at Bremen in the north to open a second front in germany.
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Other view of the game Italy is not at war is Industrialize
This test is make with my first version of the game my base unit is not ready.
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One exemple of oil rules on the chart.
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My new game table with your fantastic game one.
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1. The Allies prepare for D-Day on summer 1942... the german is not well prepare for this upcoming attack.
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1. in africa, Monty is not be able to push the Italian on is first attack.
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1. On the eastern front the Barbarossa offensive achieve all the fisrt objectives in spring. Only Romanian troops did
not be able to push back soviet defence.
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Very interesting. . .The idea of reduced strength units is pretty interesting. I can see how it looks now in more of your pictures. . .
Did Barbarossa start a year late in your game? It looks like the Germans did not launch it until Spring 1942.
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Yes Barbarossa start 1 years later France not fall easily...
The german have not enough panzer for break the franch line on is first attack.
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I see you play without counters. Do you have a unique unit for every piece? How is your experience playing without counters?
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In the futur game i utilize counters for now i utilize unique unit.
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the unit on the picture is not my final unit i hand paint since 5 years my final units, and i am not finish...
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A little exemple of my hand painted unit
First picture=Uk
Second=soviet
3=germany
every of this unit is glued on the same wood but i change the base for the new version... time and patience
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2.
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3.
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I noticed you have different leader counters in your British piece photo and it looks like different ratings. What does your leader system look like?
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For now i use your leaders and your rules for leaders, i like them.
But before i get your second version, i build my version of leaders
My leaders works, i have a list of battle plan; blitzkrieg, encirclement, flank and others for the attack and defence and naval.
the number on the leaders side is the number takes on 12 sided dice for succeed the battle plan the players have decide to try.
Every battle plan as unique bonus example blitzkrieg give a bonus on armor and stuka, encirclement make the defence to retreat before 3 turn of combat.
I have 7 attack battle plan, 7 defence battle plan and naval as well. Before the combat the two players if leaders if present decide which battle plan i try.
Is maybe a little longer but the time is not very important for me and my friends, a game of your first version can take 1 month if i play 1 day a week.
I fund in other game leaders bonus +1 every unit example i dont like them
I search a original idea and i create this system.
Your system is original too and more simple.
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Sounds pretty cool. Can you share your battle plans and the effects? Maybe something we can incorporate.
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Hi this is my system: i have make some little change for fit with your game rules.
I dont have post the naval for now, is a big job of translation. But maybe tomorrow.
Is you have some question do not hesitate.
Attack Battle plan:
1. Operational flanking: 4 of the defence troops have -1 = the troops flanked.
2. Pincer movement: The defence players take a 6 sided dice the number i have the number is encircled for three combat turn.
(the def players decide which unit is encircled). If the def players decide the others units (not encircled) i have the choise to retreat them before the other i is encircled. The troops encircled is count to the number for the reserve entries.
3. Fake attack: Half of the defence troop do not present for the first turn only. The half of unit is occupied to redeploy for the real attack. This troops is put back in reseve for the first turn.
4. Blitzkrieg: Tactical bomber, light and medium armor have +1 to attack.
(minimum of 1 armor and one tactical bomber is required).
5. Suprise attack: Attack player most choise up to 4 units on the board and redeploy in the attack.
After the combat unit redeploy he rest on the new position. No restriction on the type of unit frontline or support.
this 4 units dont have attack on the same turn.
6. Heavy preparatory bombardement: Give at all artillery support a first stike attack, units touch by the first stikes do not return fire.
7. Panzerkeil: Anti-tank artillery have -2 for the defence player. The attack player must have minimum one heavy tank.
Defence Battle plan:
1. Counter-attack: Negate the initiative result the defence player attack the attacker player.
2. Scorched earth: after the battle the territory holder do not use rail movement and if the territory have pp value or industry,
do not use them to.
3. Covert retreat: When the defence player decide to retreat after the last normal combat round he get a bonus dice for all survivor troops.
4. Relentless defence: if the attack player have 50%+ of troops the defence player give +1 to all is troops.
5. Defence in depth: The defence player must have minimum 1 fortification. Give to all fortification +1 of durability.
6. Ambush: The defence player have the same effect as the surprise attack.
7. Indirect counter-battery fire: give the same effect as the heavy preparatory bombardement is before the attack dice.
If the attack utilize the heavy preparatory bombardement both side simultaneously.
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A little change for the 7 in defence (the Indirect counter-battery fire) target the attack support artillery. If no artillery is present he target the rest of the troops. in the first rule is more a artillery barrage, this one is for the frontline both is interesting. Maybe the defence player have the choice target support troops or frontline units.
The choice is on the start of battle.
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Wow - great job painting!!!
Interesting tactics - how long have you playtested this?
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thanks for the paint, For the rules i have some change on the original rules for adapt for your rules= not tested i have translate in same time i modif for adapt.
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In the original form i have playtest 2 games but is in your first version of the game not the advanced version.
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This is my Japs.
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And Us Troops.
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The Uk army is out of supply in desert the italian push back the Uk on alexandria but alexandria is already italian new colony...
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The allies dont'have attack on spring 1942 more preparation the german give this time for prepare defence.
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On the eastern front the soviet army group south is out of supply Zhukov is redoploy for stop a possible attack on the north...
german army group north (Paulus) is on the same position and army group center (Hoth) have attacked the forest on the frontier of Poland and Russia and push back the soviet.
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Great shots! Will follow! 8)
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Some pictures with unit with color. After a victory against the royal navy on the eastern med the italian navy is on the way for the west med...
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After a new italian attack Montgomery retreat in Alexandria.
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The Uk off-load in britany and Us in Normandy but in the us side the amphibious assault did not success the winter arrive both
side take this time to reinforce the new front.
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on the eastern front army group north and army group center advance in russia. The army group south finish the rest of the south russia army
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Painted units look great!
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(Return with normal units) For little problem with domaged units the number of units is only the chips not count the unit on the top. 1942 german infantry is chiness infantry in the original.
On the western front the allies have not enough supply for push with your total stength. A Us assault on Marseille did work.
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On the Eastern front German still have the strategic initiative...
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2 pictures on the eastern front.
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Good shots!
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The first test is over. Now i work on the paint job and is long but the result is super.
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Russia
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Italia and minor nations
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Nice!
I still don't understand why the Germans didn't revamp the HE-188 to a conventional 4 engine design instead of continuing to try to make the combo engine design work. There is more than enough wing space to just add the extra engines outboard of where the present nacelles are.
Talk about stubborn! ::)
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Is the He-177. The configuration of the engine is for an aerodynamics gain
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WOW - beautiful paint job! I love your minor planes! Are you enabling some of your minors to build aircraft units (like the Finns)?
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Only one per turn but yes is the objective. The cost is most expensive other big nation. This represent the low production speed or buy planes to other nation.
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Is the He-177. The configuration of the engine is for an aerodynamics gain
Sorry, I got the name wrong. :(
"A four-engine version would have been possible with existing engines like the Daimler-Benz DB 601, but the four-engine layout would imply higher propeller drag for dive bombing. The use of only two propellers on a heavy bomber offered many advantages such as a substantial reduction in drag, reduction of dive instability, and a marked improvement in maneuverability."
I understand why they were trying to do it. But once they had such problems with the technological issues, just move on to a more simplified engine design/plane design to get it into the fight.
Plus, who is really thinking that such a plane is going to be used for dive bombing!!!!
Here is the Me 264, but this is a more basic design that it would seem that they could have place four engines on the He-177 wing. Even four Jumo 211(or the forementioned DB 601) inline engines could have been used to keep drag down.
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Is totaly true but at this time the german decide the time for heavy bomber is over.
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But they also keep flying the He-177 well into the winter 44/45 on missions over England. Surely those resources could have been better spent elsewhere.
Like bringing more of the Ta-152s on line against the Allied heavy bomber attacks. I just love the Ta-152! Kurt Tank was amazing.
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You enderstand my opinion with the number of planes the priority is for fighter in this 44/45 not to bombers...
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The RAF
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paint job on the planes looks amazing! I hope I get the chance to play you in this game at some point!
Can you share your enhanced plane rules for the game? I noted you have some additional nationalities and additonal plane types - I am really interested in how you incorporate them into the game. . .
cheers,
mark
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Stat
Fighters 4-2/3-3 max build one, limit of four on the board cost 3+3+3.
Bomber (2)-3/4-4 max build one, limit of two on the board 3+3+3+3.
Minor can build planes: Romania, Hungary, Spain, Turkey, Greece, Finland, Poland.
For now i concentrate on the paint this rules is not tested.
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Japs ready to go!!
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The first one in not relly clear
I post a new one:
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For the differents airplanes. Someone is for esthetic, for another is a new unit exemple on the Brit a have two medium bomber unit the Blenheim and the Wellington in this case is for esthetic of the game not a real unit. For the Brit the Blackburn Skua naval dive bomber is a new unit. I give you the stat after i have finished the list of new units, whit pleasure.
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I have a new optional rule for the supply. On the first turn is the normal penality. And on the second turn only the number of the territory in unit can survive. Example if a territory have 3, only 3 of all sort of unit can rest in that territory, with the normal penality. If the territory have no value every unit surender on turn 2. This not rule tested. But i feel is interesting
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The last idea need a rework to much unit surender with this rules.
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Interesting thoughts... Keep us posted