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Author Topic: 28mm WWII – Operation Husky – Sicily July, 1943  (Read 4868 times)

Offline lostpict

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28mm WWII – Operation Husky – Sicily July, 1943
« on: 22 August 2012, 12:17:09 AM »
We ran our first Victory Decision game this weekend and had a great time.  Not to be abashed, we decided to roll in whole hog with a 3000 point per side game.

Here are more details from my blog: http://lostpict.6sided.net/2012/08/20/28mm-wwii-operation-husky-sicily-july-1943/

We will be back to Victory Decision in September.  The boys are going to try to run a heist with 3 Shermans going up against Tigers (if you remember the movie).


Jimmy
« Last Edit: 22 August 2012, 12:25:56 AM by lostpict »

Offline Agis

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #1 on: 22 August 2012, 12:01:16 PM »
Hi Jimmy,

thanks for the nice blog entry. 8)
Even better that you had fun running a game of Victory Decision.

I really like your approach of changing what you did not liked.
If you want longer ranges your proposal is IMO a good one.

Keep us informed!
cheers and keep on gaming, Agis - https://www.adpublishing.de

Offline Trooper

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #2 on: 22 August 2012, 12:57:57 PM »
Excellent table, and good report, looks like a great game was had by players.
They will not force us,
They will stop degrading us,
They will not control us,
We will be victorious!!

Offline lostpict

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #3 on: 23 August 2012, 12:03:15 AM »
Thanks, the game was lots of fun.  I plan to run a variant of it at Southern Front in Raleigh, NC in October.

I'll be spreading the Victory Decision gospel... ;-)

Jimmy

Offline Agis

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #4 on: 23 August 2012, 03:21:09 PM »
One more thing, when using 3 action for vehicles you should multiply the points value of the vehicle by 1.2 and round up to the next 5 pts.

That should make things even again!  8)
(But when changing as much as you do the whole point system gets stretched anyway..)  ;)

Offline lostpict

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #5 on: 24 August 2012, 12:29:23 AM »
Agin,

Thanks.  We will try that out.  I personally like it the way it is, but my buddies thought the vehicles are too slow.  I imagine that they are rolling along about 20 miles per hour very tactically and the infantry is sprinting from cover to cover.  Having done it in real life, I am not sure that I am not tactically faster in an urban setting than a tactical vehicle.  Of course, for a pure high-balling express ride the vehicle would be faster, but in WWII it couldn't have hit anything. 

How about this?  If the vehicle doesn't fire, it can do 3 move actions otherwise 2 move actions.

OBTW, one of the things I really like about the system is the ability to have more than one vehicle.  For this case, we basically had a platoon of infantry and a platoon of tanks per 1500 force.

Looking forward to lots of Victory Decision play testing!

Jimmy

Offline Agis

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #6 on: 24 August 2012, 08:14:15 PM »
Well, I am not going to change the system as it is.

The reasoning behind the relatively slow tanks are exactly the one you mentioned.
In addition some - like Armoured Cars or the US Hellcat - are already fast!

"to have more than one vehicle"
You should try some early war games with 9 vehicles per side! Works like a charm...
 ;) ;)

Offline lostpict

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #7 on: 24 August 2012, 08:57:10 PM »
Agis,

I agree with you would not change it.  I am just thinking out loud with respect to a compromise rule for the lads in my club. 

Jimmy

Offline Agis

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #8 on: 25 August 2012, 08:52:12 AM »
And I can only encourage you to do so!  8)

Offline Mike D. Mc Brice

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Re: 28mm WWII – Operation Husky – Sicily July, 1943
« Reply #9 on: 29 August 2012, 02:33:40 PM »
The vehicle speed can be a bit slow if you use a large table or have if they have to cover a lot of ground. But is has very realistic effect on the combat situations.

My house rues for vehicle traveling speed:
You can allow them to double their movement rate for both actions as long as no enemy soldiers are within 18" of any point of ground the vehicle covers. That way they can travel at fast speed.
Vehicle using this option can't take any shoot options that turn.


Here's another suggestion for weapon ranges:
Double ranges and if you shoot at long range only apply the supression rules without causing casualities.
That's less deadly.




« Last Edit: 29 August 2012, 02:37:35 PM by Mike D. Mc Brice »

 

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