*
Welcome, Guest. Please login or register.
March 28, 2024, 01:20:41 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Recent

Author Topic: New optional rule: Liquid Courage + Vehicle MGs  (Read 2189 times)

Offline Agis

  • villainous mastermind
  • Moderator
  • Galactic Brain
  • Posts: 4818
    • A.D.Publishing
New optional rule: Liquid Courage + Vehicle MGs
« on: July 23, 2011, 08:57:09 AM »
New Optional Rule
During the development of the Soviet Motor Rifle Guide I proposed the following rule. In the end – after some dedicated discussions - we agreed that it is too much for normal WW II gaming, almost comical and stereotypic.  8)
Nevertheless – here it is. If you want a very straight forward game were your low LD troops really get into it, try it out!

Liquid Courage
Soviet Troops sometimes entered combat completely drunk, of course this did not happen exclusively in the Soviet army, but it did occur more frequently. The following rule reflects the widespread use of Vodka in your platoon. You may decide before the battle that all infantry units in your force are drunk.
Drunken units benefit from a cumulative +1 Initiative Segment Modifier (see Chapter 5.1 - Sequence of Play – in the “Victory Decision: World War II” book.
Example: Player B nominates his drunken Soviet Recon Team. The Soviet Team is drunk and benefits form the Recon Ability but was also Shaken during the first game turn.
Player A nominates his German Grenadier Command Squad. The Command Squad is still unshaken and benefits from the Command Ability.
Player A rolls a 2 (+1 for the Command ability, +7 Leadership) = 10.
Player B rolls a 6 (+1 for the being drunk, +1 for the Recon Ability, +5 Leadership, -2 for being Shaken) = 11.
The drunken Soviet Recon Team is activated.

Drunken units are limited in the type of actions they can take. Only the following actions are possible:
•   Assault
•   Close Combat
•   Move
•   Regroup - While Regrouping Shaken Units, drunken units count as having 1 higher Leadership.
•   Shoot – All Damage Dice have a -1 modifier.
•   Spot - If a drunken unit tries to spot a hidden enemy unit add +1 to the roll.

« Last Edit: September 03, 2011, 01:37:55 PM by Agis »
cheers and keep on gaming, Agis - http://www.adpublishing.de

Offline Agis

  • villainous mastermind
  • Moderator
  • Galactic Brain
  • Posts: 4818
    • A.D.Publishing
Re: New optional rule: Liquid Courage + Vehicle MGs
« Reply #1 on: September 03, 2011, 01:41:18 PM »
During the review of the US Technical Manual we were toying with the idea to give the .50 cal Browning a bit more punch via a special action. In the end we decided to keep it as established. Basically it was a game design decision to make all MGs on vehicles less effective. The Infantry MG-42 is able to penetrate a Light vehicle, a German vehicle MG not, same for British etc.
So the .50Cal “issue” was nothing special. But why not an optional rule? So here we go:

A pintle mounted MG or pintle mounted Browning .50 cal MG can inflict more damage by being properly mounted and carefully aimed. If an action is used – doing nothing else - before the unit with the MG shoots, any Damage Dice of the next Shoot Action benefit from a +1 modifier. In addition the Range of the weapon is increased by 12”.

 

Related Topics

  Subject / Started by Replies Last post
4 Replies
1880 Views
Last post July 30, 2015, 02:38:35 PM
by JamWarrior
4 Replies
1375 Views
Last post August 13, 2015, 10:54:36 AM
by ducat
0 Replies
734 Views
Last post September 18, 2015, 11:10:21 PM
by BlackWidowPilot
7 Replies
1785 Views
Last post December 24, 2015, 07:01:07 PM
by Coenus Scaldingus
13 Replies
2457 Views
Last post August 11, 2023, 11:01:05 AM
by marco55