Sorry I’m a day late- those who know me would not be surprised that my virtual time keeping is as bad as my real world efforts.
Right, as to where I am with the rules (they really need a decent name so answers on a postcard [or comment] please), the rule amendments are all done and playtested, and I’m working through a campaign, Evan is running a 2010 onwards British platoon for me and hopefully Brian will start a similar one, though this time with Germans later this week.
The games have been platoon sized (where I’ve pitched the game) and I’m trying to get the balance right when it comes to what the PEFs turn into. I want the game to be easy for the Western/ Coalition/ NATO player until something goes wrong then the really challenge starts. That said I’m tempted to add more variation to the reinforcements table already. Another thing I’ve been experimenting with is large numbers of PEFs, the game below featured 16 (to be fair the table was 6 by 4 and I rolled for activation in groups of 4 and that worked fine. However given that the EAL was only 2 the majority turned out to be false alarms… It remains to be seen how this works when the EAL is significantly higher.
‘Right enough waffle Pete’ I’m hearing your say ‘on to the pics’… The basic set up was to have Evan’s platoon set up in the middle of the board and defend the large compound for the required number of turns, 12 in this case. PEFs surrounded him and then didn’t really do much, I was hoping for some viscous assaults from multiple sides to really test his deployment of forces but the dice didn’t choose that path. The activation dice didn’t give the insurgents a chance for 4 turns on the trot at one stage.
Apologies that there are so few photos, running the game took a fair bit of time. It was a fairly quite engagement really, though it gave Evan a gentle introduction into the mechanisms. Hopefully tomorrows game will provide more excitement.