RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS
Step by step.
"If I am moving units on the operational map, how do I know if I've run into an enemy unit? I assume you will referee that. I'm particularly concerned about coordinating unit movement. If I'm moving several units forward together (each unit moves one hex, then repeat until they've all moved to where I want them) but one of them runs into an enemy unit and has to engage short of my desired movement target, the others could be left in an exposed position (since they didn't have to be stopped). If one of my units engages before it's reached its desired movement target, do I have any recourse regarding the final placement of other units in the vicinity?"
You frankly do not have to be absolutely cautious about such heavy synchronization. You can advance your units in groups, hex per hex, or entire move and then entire move. If you encounter enemy unit on your path, your movement will be stopped and you will be informed, what also includes demand for further orders.
I do not quite expect a lot of ambushes to occur, nor do I have any particular game mechanics for them. This is for a reason we want to make battles as decisive as possible, in order to avoid generating battles clearly without in-game SPWW2 point. For example, it is possible to generate a delaying action executed by eg. single company against a regiment. That will demand however entire battle setup and effort on the attackers side only to bsmash incredibly weaker defender into pieces. I do not exclude a chance of such battle to happen, but I would rather avoid them unless I clearly see operational neccesity for such from Game Master perspective.
You have however reminded me that I did not mention recon rules that will be added. These are fairly simple. Non-recon units discover targets for 2 hexes away, recon does so for 3 hexes.
Both sides are considered to execute their actions simultainiously, but obviously when in doubt greater mechanization will usually make things faster.
"Another question. I see a two unit stacking limit on the operational map. I don't see a stacking limit on the battle maps. May I assume there is NOT one on the battle maps?"
Battle map is limited by maximum amount of units SPWW2 can handle, which is 500. If units involved on one side exceed that limit, player must simply choose what to deploy and what not to deploy.
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".
By HMGs I mean dedicated, long range, heavy, tripod mounted static machine weapon :P
It is often (but given how chaotic SPWW2 coding is - I would not be 100% on that) qualified as a "Machinegun" class, just as visible on Muszynianka's screen.
Examples are Maxims, Schwarzlose's, ZB-53's and so on. It will in 99% of cases be a machine gun in 1st slot (and usually the second, too) that can fire up to 1200 or 1500, DsHK goes to 2000 metres.
I would rather NOT consider the z-fire ability for LMG Gruppes armed with a single LMG with range of 600 metres, that are commonly present in "Florian Geyer" Division. This is just 3-man skirmishing team providing fire support to main cavalry squad, they carry no tripod as well. Same applies to Soviet DP squads that are armed with 3 LMGs. Romanians and Hungarians probably do not have equivalents of those units.
I have however added an omission - fortifications are added there, as they are mostly also armed with MMGs/HMGs, but let earthen bunkers fire with all they got - it is a bunker after all, not limited personal soldiers supply of rounds.
It is up to you if you want to include armoured vehicles into this rule, this could also make sense.
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