we played quite a few games of .45 last weekend, we loved the concept behind
it, but we had a few problems when it comes to close combat and shoot outs. It came to a stand still quite a few times.
We are all sure that we played the rules correctly, we might have used a little
bit more suressing fire, but we were good boys and did our guts roles
We think about three possible concepts, to mke combat more deadlier and
the game faster (we had quite a few boring dice feast):
1) For each damage role in Close Combat and Range Combat dice an
additional D6/D4 and add it to the WS of the weapon
2) Grade 1 and Grade 1/2 figures are out of action if theire arms or legs
damage row are filled. They are lying around and cry for a doc.
Grade 1/2 should be out of the game.
Grade 1 figures will come batched up in the next scenario, unless they
are taken as prisoners or executed in theire helpless position.
3) We all know the damge test from page 10 of the rulebook.
example: if a WS is 3 and the DR of the target is 4 you must save on
a D10 on 9 and 10.
But if I have a WS 6 and a DR of 4 there is only one wound and NO
further test for the remaing 2 WS. Why ?
So we will make a further test.
With the formula:
DR minus remaining WS the value x2 added to a D10 roll => TN 10
Example: WS 5 against DR 4
1 wound 1 WS remaining
4 - 1 = 3x2 = + 6 modifier to a D10 role to reach Target No. 10
WS 6 against DR 4
1 wound 2 WS remaing
4 - 2 = 2x2 = + 4 modifier to a D10 role to reach Target No. 10
WS 7 against DR 4
1 wound 3 WS remaing
4 - 3 = 1x2 = + 2 modifier to a D10 role to reach Target No. 10
WS 3 against DR 5
no automatic wound
5 - 3 = 2x2 = + 4 modifier to a D10 role to reach Target No. 10
Remainig Damage / add to save role
------------------------------------------
1 / + 6
2 / + 4
3 / + 2
or you can use the standard system from the book, without to double the value:
Remainig Damage / add to save role
------------------------------------------
1 / + 3
2 / + 2
3 / + 1
Just a few thoughts we might test the next game.
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