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DMZ Chain of Command Test #2

The forum for wargaming AARs and Bat Reps from FOF members.

DMZ Chain of Command Test #2

Postby bvera » Sun Apr 02, 2017 10:09 am

Second test game, introducing this timea vehicle.
We could play up 2 games as the US player (guess who :angel ) really f** it up in the first deployment
All details here

http://mylardiesgames.blogspot.com.es/2 ... -acav.html

As suggested by Jason, we have now modified the charge results, with kills only with 6 but adding 2 shocks too
A clarification to the previous game: the local knowledge option allows a player to move one jumpoff point up to 18" from the initial deployment point, but only once and just after the patrol phase is concluded, not at anytime during the game.
bvera
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Re: DMZ Chain of Command Test #2

Postby whoa Mohamed » Sun Apr 02, 2017 12:24 pm

Im thinking of drawing up some building destruction rules as im finding the core rules not to my liking. im talking about urban areas such as Hue and Saigon..
"[http://www.gomidesighns.co.uk/supportbanner.jpg]"
whoa Mohamed
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Re: DMZ Chain of Command Test #2

Postby whoa Mohamed » Sun Apr 02, 2017 12:24 pm

Im thinking of drawing up some building destruction rules as im finding the core rules not to my liking. im talking about urban areas such as Hue and Saigon..
"[http://www.gomidesighns.co.uk/supportbanner.jpg]"
whoa Mohamed
Experienced Member
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Posts: 297
Joined: Mon Nov 23, 2009 3:44 pm
Location: Ft Hood TX


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