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Game report


 

We tried the rules again at our school club yesterday evening. I
spoke to the boys first, as I mentioned, about how plans were one
thing but reality another. I used a couple of examples from the
current Iraq situation to illustrate this.

More importantly I then split the group up into several work groups
with a limited force on each table. In fact we used one Platoon of
infantry per side, with the attacker also having three tanks plus
artillery support. The defender had two anti-tank guns and some
light mortar support. In additon we used several different cards in
each pack to see how that affected the game. We were much more
successful. There was still the issue of their natural inclination
to overvalue their fire, but I acted as floating umpire and we spent
some time talking through their decisons. I think I got the message
through.

Anyway a much more successful outcome. I think that we were
attempting to run before we could walk.

Two questions. I note from a previous posting, I think it was
Richard, that the number of initiative dice that an anti-tank crew
has depends on their strength. Should I ammend my rules
accordingly? Also one of the boys has some 20mm Vietnam figures, I
think that some rules for that period were mentioned. Are these
available?

Ken

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