TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Steel Panthers Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=14) +---- Forum: TRUDGE FOR TURDA: SPWW2 OPERATIONAL CAMPAIGN (https://www.theblitz.club/message_boards/forumdisplay.php?fid=309) +---- Thread: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS (/showthread.php?tid=74434) |
RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - lfsaunders - 02-20-2021 (02-20-2021, 01:26 AM)SaSTrooP Wrote: Restricting Z-fire is problematic. I've found it difficult sometimes to know what is and is not allowed. I'd like a better definition of what constitutes a HMG. The weapons stats for some units aren't really clear about the class of machinegun that the unit carries. Please be specific about what is a "HMG". Keeping in mind Muszynianka's comments, I agree that most of the time it's easy to identify HMGs. But I'm glad you mentioned armored vehicles. As I recall, although I can't point to the example right now, I ran into a tank with a 50 cal MG a while back that wasn't identified as a HMG. But I consider that a HMG. So as you say, it's not 100%. And now you've opened it up to allow fortification MMG to Z-fire. And if fortifications MMGs are allowed, why not tank MMGs? It's a slippery slope. As to LMG Gruppes, I agree they're almost certainly not HMGs. But my personal opinion is that any belt-fed MG could be used for suppressive fire. However, I don't want to get into this argument about how many bullets some unit may carry. So... you the boss; you make the rules. I'll play by them. Perhaps the simplest rule is: if it doesn't explicitly say HMG, it's not and it can't Z-fire. You decide. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - SaSTrooP - 02-21-2021 The only example I can give with the mentioned .50 cal is the situation when it super rarely remains available within infantry squad. Other example would be SPMBT Norwegian platoon HQ that is a infantry unit, but is also equipped with tripod MG3. Well, usually the common sense will be the best way to tell. My general idea with z-fire is it is causing way too great suppressions without being even close to accurate firing and it does not consume any more ammunition than proper accurate firing. Thus I would strictly limit it to the units that are: 1) Visibly carrying overly serious firepower (like dedicated HMGs) or ammunition supply (this bunkers) 2) Are not super commonly available (thus tanks are open for adding up) to prevent lots of units at once executing z-firing For example, for typical infantry battalion only battalion's heavy weapons company machineguns will usually be able to lay z-fire suppression. For the Soviets, where a battalion comprises of 59 units total: - 9 out of 59 units will be able to z-fire if we exclude dedicated AAMGs (however has no serious elaboration, AAMGs are totally able to swipe the ground too) - 12 out of 59 units if we could AAMGs in - 14 out of 59 if we allow infantry gun howitzers fire in z-fire as well. This could make sense since in that case such gun cannot execute fire mission, so it comes at a cost In the broadest application, less than 1/4 of all units deployed can possibly do the z-fire and this roughly gets my point. Also, these rules can be even changed mid-game, so before final setups are taking place, talk this over and we will follow the majority here. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - SaSTrooP - 02-22-2021 One more thought on air force. I come to conclusion we will definitely not use the serious off-game mechanics in this campaign, comms are simply too slow to make it enjoyable. So I came with alternative idea. Lets provide both sides with X amount of points of air strikes aquisitions. While declaring a battle, one side can attach air force via saying they want to supplement X amount of air strikes. If aircraft is shot down, obviously the number available in fiture battles goes down. Also, it still makes use of AA weapons outside the scenario. Such AAs are simply deployed and they provide cover to eg. 2 hexes radius. I would then check if air force support coming to aid one side in a scenario did even manage to cross the AA cover. Either way I would dice roll some aerial casualties and if it was fent off - air strikes do not join the scenario. What do you think? It is super simple to handle and totally excludes aerial battles in the campaign, what saves effort and time. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - Ratel - 02-22-2021 I read the rules. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - Kritkeen - 02-23-2021 (02-22-2021, 01:58 AM)SaSTrooP Wrote: One more thought on air force. I think it's a good compromise. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - SaSTrooP - 02-26-2021 I have updated the rules on aerial combat and off-battle AA deployments. I have also slightly changed the spotting rules in No. 5 of the Rules. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - PrzemoC - 02-28-2021 The part about Z-fire availbe for HMGs seems clear to me, but what about smoke screens avability? I mean: infantry guns, mortars or even tanks may lay smoke screens similar to Z-fire within their LOS. Is that tactic avaible during this campaign? I consider it realistic while direct-support, not laying smoke many kilometers away because of a single hex avaible in LOS. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - SaSTrooP - 02-28-2021 There are no smokelaying limitations whatsoever RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - SaSTrooP - 03-03-2021 IfSaunders did poke a matter that was accidentally ommited in the rules. It is of course about river crossings. I have added this to Point 5 of the rules, but here is the except, read and make sure you get it. Quote:Now, about river crossings. RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - lfsaunders - 03-03-2021 So... this seems to mean that if my unit enters a river hex (no bridge), and there is *no* enemy unit in that hex, I still need to stop, wait one whole turn and then I can move on. Does this also mean there is no such thing as a "zone of control" (ZOC) in the hexes adjacent to a given unit. That is a friendly unit can move through the hexes adjacent to an enemy unit and as long as it doesn't attempt to move into the hex containing the enemy unit. Or does a unit need to stop as soon as it enters a hex adjacent to an enemy unit? Or is there a movement penalty for moving through a ZOC? Or perhaps ZOC only doesn't apply when two enemy units are on opposite sides of a river. Keep in mind that if I have to stop then I can't move into the enemy held hex and attack until the following turn. But if I don't have to stop then flanking enemy units and blocking their retreat becomes easy. Another thing: I understand I can't target bridges until 8 turns after the shooting starts. I'm OK with that. Unless I "see" enemy units crossing the bridge. That implies I have a "line of site" to the bridge. No LOS... I can't see the enemy units crossing... I can't target the bridge. Correct? |