First up one of my favourite sets Panzer Grenadier Deluxe (by Dave Brown) which suits my 15mm collection.
Selected a tank heavy Normandy scenario 'Cintheaux' which should appeal to participating club members.
Playing through to get rules back into head space as been awhile since I used these rules.
Being WW2 hidden units are of course key especially at start of game (sort of a meeting engagement but most units start hidden on table) so not really solo friendly but the allowed areas for deployment really dictate where units are likely to be so not terrible.
In PzGr even if a unit is spotted (and placed on table) by Recon or fire/movement actual visibility limits/firing ranges mean not always able to be engaged eg Infantry in cover are only visible at 18" even if enemy aware of presence and maximum range of say an 88 is 48".
So units can possibly maneuver a bit before coming under fire although enemy '100ft General' is aware of where they are.
Formations require activation to Move/Fire/React which is a bit Black Powder like but you can use HQ Impetus points to boost low rolls (unless rolling 4 or less on 2D6)
A quick read through and most of rules came back to me (must be filed in brain folder someplace) my only concern is trying to teach to those not familiar with rules as lots of moving parts (WW2 is by default a complicated period with the multiple weapon systems) but its not like I lack any alternative sets or scales to try :-)
Those I am also considering are IABSM, Iron Cross, WRG, Test Of Battle, Spearhead and FOB WW2 (latter two likely with 6mm kit)
British infantry Platoon (2 Rifle sections 1 Bren section and a Plt Cmd) line edge of a copse (they would start hidden) with Company HQ and a PIAT in support.
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