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TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS
03-03-2021, 08:26 AM,
#19
RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS
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.
All rivers in the game are considered important ones that demand crossing equipment. Smaller rivers are ommited on operational map and will be represented as randomly present streams.
If crossing the river, one needs to build a bridge. To do that, units building the bridge must remain stationary for entire day and cannot be engaged by enemy land units, while artillery and aircraft fire will be resolved by Game Master and may lead to delays or other complications. Each battalion participating in the building process provides 1 crossing wooden bridge, while each engineer company provides additional one.
Example: Bridge is built from 2 hexes by two infantry battalions and engineer battalion of 3 companies. If no delays occur, after one day the attacker will be able to execute crossing attempt with 5 wooden temporary bridges - two for each battalion involved and three for each engineer company involved.

One might attempt to cross without bridges, only rafts - in such case however the attack still must be prepared for one day (delivery of the rafts etc.). It must be noted that in such case each engineer company involved provides the attacker with 2 landing barges on trucks.

River crossings are played on... well, river crossing maps. However, wooden engineer bridges are in such case added manually and the attacker selects its placement. Both ends of the bridge demand two of total objectives to be placed - one on each side. Now, the bridge CANNOT be engaged by any fire from the defender (and particularly artillery and/or tanks) for the first 8 turns counted from the initiation of hostilites by discovered enemy units - or unless a single unit crosses such bridge. The latter rule applies to each bridge separately.
Example: There are three crossing bridges. Game is 40 turns long. First shots between discovered enemies occur in turn 5 - lets say MG targeted one of the rifle teams. From that moment on, 8 turns count and at the start of turn 14 (5+8=13 till the end of it) the defender is allowed to attemp crossing destruction. However, lets say by turn 11 enemy armoured cars cross the southernmost bridge. This bridge can be engaged immediately after this situation occured.

One more thing: by engaging I mean the start of artillery plotting, not actual fire mission. If one tries to eg. demolish a bridge with 155mm battery, in the given example turn 14 is earliest possible moment where defender is allowed to plot such fire in the close vicinity of the bridge. Not the turn when shells can start falling.

The ablove rule generally aims for rough recreation of building process and later a try for bridge destruction. SPWW2 does not allow to place objects mid-scenario, so the attacker in such case must be protected as well.
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RE: TRUDGE FOR TURDA - DETAILED RULES AND GAME MECHANICS - by SaSTrooP - 03-03-2021, 08:26 AM

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