What were people's opinions on the core rules and the various tweaks we put in?
If I manage to get a few games going at the club there are some things I'd like to do a bit differently.
Weapon jams: I'd play those exactly as written. Every 1 on a D10 requires a D6 roll to test for a jam. Jams will still happen but hopefully not practically every time.
Shelling buildings with HE & naval bombardment: These were totally underwhelming. The shooting at buildings rules didn't really cover artillery fire adequately. It was more about small arms. If I put an HE round through a window I expect it to upset everyone in the building. The satchel charge rules seem a bit more like it. Likewise an 11" naval gun should obliterate an area if it is on target.
I'd be tempted to make naval salvos deadly but risky. Designate a 12" square. On target every figure in the square tests for a hit. Off target it lands in a random adjacent square. The squares should be gridded from a table corner not from a counter put on the head of the enemy commander.
VBCW:Thoughts about the rules
- Buff Orpington
- Grizzly Madam
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VBCW:Thoughts about the rules
I know when to go out
I know when to stay in
Get things done
I know when to stay in
Get things done
- Buff Orpington
- Grizzly Madam
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Re: VBCW:Thoughts about the rules
For games set in North Wales and the Wirral I might do a weather table.
1-3: Driving wind and rain. Smoke dissipates immediately and sentries huddle down. No spotting intruders beyond 18 inches. No flying.
4-9: Light rain. Totally normal.
10: Sunshine. Roll a D10 for each side. On a 1 a random unit is delayed as they were caught in traffic on the way.
1-3: Driving wind and rain. Smoke dissipates immediately and sentries huddle down. No spotting intruders beyond 18 inches. No flying.
4-9: Light rain. Totally normal.
10: Sunshine. Roll a D10 for each side. On a 1 a random unit is delayed as they were caught in traffic on the way.
I know when to go out
I know when to stay in
Get things done
I know when to stay in
Get things done
- goat major
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Re: VBCW:Thoughts about the rules
I just typed out a whole answer and it went missing . hmmmmmm .... so here we go again
All good thoughts Buff.
Weapon jams: I left them in as written because I had some concerns and MGs becoming too dominant. But yes you could tone down the jamming
Bombardments: the naval bombardment was deliberately underwhelming - it was just flavour to add some connection to Day 1. I didn't want it to be game changing. I agree HE is generally ineffective in these rules to you might want to increase its power in some way
On the whole the rules are poorly written and have gaps (e.g. vs buildings). But the basic engine works (its sort of 40k-ish). I found it really easy to add on special rule (e.g. bomb dogs, curry mortar etc) so you can easily add a lot of flavour
Getting the right balance of AT vs tank is important. We had that overall but there were some parts of the battlefield where the balance wasn't there. Tanks are generally not that good but can be quite effective if they have an MG and nothing to deal with them (until they break down). As you mentioned before you might want to put a bit more detail for heavy, light AT guns and tanks.
All good thoughts Buff.
Weapon jams: I left them in as written because I had some concerns and MGs becoming too dominant. But yes you could tone down the jamming
Bombardments: the naval bombardment was deliberately underwhelming - it was just flavour to add some connection to Day 1. I didn't want it to be game changing. I agree HE is generally ineffective in these rules to you might want to increase its power in some way
On the whole the rules are poorly written and have gaps (e.g. vs buildings). But the basic engine works (its sort of 40k-ish). I found it really easy to add on special rule (e.g. bomb dogs, curry mortar etc) so you can easily add a lot of flavour
Getting the right balance of AT vs tank is important. We had that overall but there were some parts of the battlefield where the balance wasn't there. Tanks are generally not that good but can be quite effective if they have an MG and nothing to deal with them (until they break down). As you mentioned before you might want to put a bit more detail for heavy, light AT guns and tanks.
Re: VBCW:Thoughts about the rules
Wasn't there but isn't the whole VBCW ethos one of ineptitude - you know the tank is going to break down if the elastic band in the drive shaft snaps and the biggest guns are most impressive because they make a lot of noise rather than kill people
- MarshalNey
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Re: VBCW:Thoughts about the rules
Probably just my ineptitude but I thought th x-ray vision through the hedges a bit odd. Maybe you can spot a tank/car but people?
- goat major
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Re: VBCW:Thoughts about the rules
there is a rule to “go to ground “which allows you totally hide behind an obstacle. Otherwise I assumed you were in a shooting position and could also be shot at. Easy to change that though.
- MarshalNey
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Re: VBCW:Thoughts about the rules
I dont think anybody else thought it odd.
As John said we'd have to have rules covering thick/thin hedges and is it Winter or Summer?
As John said we'd have to have rules covering thick/thin hedges and is it Winter or Summer?
- goat major
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Re: VBCW:Thoughts about the rules
I think on the Sunday you just wanted any excuse to lie down
- MarshalNey
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Re: VBCW:Thoughts about the rules
Damn right! Couldnt care if I was shot at.
I was a good boy Sunday night - had one pint with meal and then went to bed.
I was a good boy Sunday night - had one pint with meal and then went to bed.
Re: VBCW:Thoughts about the rules
Just a single pint of Sambuca! You did tone it downMarshalNey wrote: ↑Tue May 07, 2019 6:41 pm Damn right! Couldnt care if I was shot at.
I was a good boy Sunday night - had one pint with meal and then went to bed.