Based on the
learnings from the last three playtest games, here are a few house rules for
the next round of 6mm Flames of War playtesting:
Distal Objectives
In all
missions where each player places an objective in an objective zone, there will
be a maximum distance between objectives:-
Encounter, Dust-up: 60cm
- No Retreat, Hold the Line, Pincer, Surrounded: 100cm
- Fighting Withdrawal, Hasty Attack:
110cm.
Rationale: The purpose behind this rule is to somewhat contain the main battle (hopefully not too much) and avoid situations where, for example, defensive forces are unable to cover all objectives simply due to units’ inability to cover the distance in the amount of time allowed.
Rushing in Reserves
Upon arrival
from reserves, all mobile teams may make their initial move At the Double and
still only count as moving for all purposes. Immobile teams may deploy 8cm in
from their entry table edge.Rationale: This rule is to ensure forces arriving from reserve are not prevented from playing a part in a battle by potentially much greater distances between entry points and the objectives.
Turns to End
In games
where there is a turn limit, increased the limit stated in the mission rules by
two. For example, where the mission rules refer to a battle ending ‘when the
defender starts any of their turns from turn six with no attacking teams in the
defender’s half of the table’ change this to ‘when the defender starts any of
their turns from turn eight with no attacking teams in the defender’s half of
the table.’Rationale: This rule is to allow additional time for slower moving or more distant units to cover distance necessary to engage the enemy.
What’s this?
New units coming off the production line in preparation for a new offensive?
12cm Granatenwerfers - excellent models I've newly acquired from Adler Miniatures. Other units nearby are GHQ heavy weapons teams, command and motorcycle sidecar. |
The Bovington Tiger! (# 131) and an Opel Blitz (GHQ). |
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