This post was going to be focused on the WW2 Western Desert rules update and games, as I have two game reports still to be write up for the latest campaign turn. However, a parcel arrived during the week containing a few boxes of Ancient figures, and when you get new toys you have to post the news. Well, I think those are the rules.
The parcel from Hannants arrived a lot quicker than I expected, a very swift service indeed.
|Contents of the parcel|
|Carthaginian Soldiers box contents|
These new arrivals, a few starter sets of plastic Carthaginians Soldiers and Roman Soldiers should help me field on the tabletop two armies approximately 200 figures apiece. The next steps for me are to determine how I want them based and painted. From a basing point of view most of my other armies have units with a 4 inch frontage and 3 inch depth. This size base fits nicely into a 6 inch square grid without crowding out any terrain features. My thinking right now is to stick with this size and go for units of between 15 to 20 figures depending on unit type. This hopefully will give the impression of a large block of troops.
This is the first time I have purchased HaT figures and they are well posed. I hope to be able to utilise most, if not all, of the figures. As for painting them, I am going to simply paint them with no washes or dry brushing, and complete them with a glossy finish. A test group will be on the painting table this weekend.
Returning to the WW2 Western Desert campaign which is taking up most of my available wargaming time. After a bit more work on the rules during the week, or more specifically the combat rules, I moved from the idea of opposing combat dice to a simple combat resolution table with the outcomes of:
- No effect
Previously the outcome had been no effect or eliminated. Having played a few small games with these rule changes, I have updated the rules (see here) and will continue with the campaign games. Below are the combat section changes:
To shoot at an enemy unit, a player must satisfy these conditions, they must:
- Be in their firing front arc unless turreted
- In range
- Have a line of sight (LOS) to the target
- The target has not been fired at already this turn
Any number of units can fire at the designated target, providing each unit satisfies these conditions and has not already fired this phase.
To determine if an enemy unit is in range, count the hexes between them and add one for the target’s hex. If the total is equal to or less than the unit’s range value, it can fire.
LINE OF SIGHT (LOS)
To determine if there is line of sight to the target, trace a line from the centre of the firing unit’s hex to the centre of the target’s hex. If the line does not cross blocking terrain, there is a valid LOS. Blocking obstacles are any unit (friendly or enemy), Hill, Rough Ground and Town hexes.
Units on Hill hexes can see (and be seen) over units on clear-terrain hexes.
LOS down a hex spine: If the line travels exactly between two hexes, it is only blocked if there is blocking terrain on both sides.
A unit does not have line of sight when a target is more than 4 hexes away, or 5 hexes if on a hill or escarpment.
An artillery unit does not require LOS to the target if at least one other firing unit has a valid LOS. Artillery must still be within range of the target.
Artillery support cannot be used against moving units, unless the artillery unit has a LOS to the target.
HQs can call in artillery strike even if they are not firing so long as they have LOS.
Use the following procedure:
- The attacking player determines the attacking value by adding up the number of attacking units and subtracts the target’s defensive value. When adding attacking units unsuppressed units count as 1 and suppressed units as 0. Essentially this means suppressed units can attack on their own at a reduced effectiveness, but are ineffective in combined attacks.
- Roll the dice and consults the combat results table using the attacking value column.
- Apply the results. If the target unit is disordered place a marker with the unit (I use burning wrecks). If the attack is successful and the target unit is destroyed, remove the unit.
- Any attacking unit in an adjacent hex to the destroyed target has the option to move into the vacated hex at no AP cost.
- Remember to use the second defence value if the target is in cover.
- Add 1 to the attacker’s score if any of the attacking units occupy a hex flanking the target and are not artillery support.
Disordered Units and Reorganising
Disordered units can still attack as an individual unit, but are less effective counting as zero when adding up the attacking units. This represents a level of disorder in the unit due to casualties and stops them being effectively involved in coordinated attacks.
Units can recover and reorganise from disorder at a cost of 1AP, but a player cannot use either of their first two free APs in a turn to recover a unit. This means a unit can be reorganised with the 3rd or 4th AP. Representing the time to reorganise and participate in an attack. For example, a unit can be unsuppressed on the 3rd AP and involved in an attack on the 4th AP, but the chances of that happening are reduced.
I have two game reports to write up next, and play through a 3rd deciding game for the current campaign turn. The reports may be a tad brief as I have limited photos of the games, too wrapped up in the new rules to pause and take photos.