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Full Version: Optional game rules: V8e - as of 6 Apr 08
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Ok, these seem to give a different flavor to the game, especially the % settings. Things that have been observed:

1. Searching - units in open will be more easily spotted if unsuppressed unit is in LOS; those in cover are still hard to spot
2. R/R - seems to reduce the common occurrence of routed infantry turning around and shooting at 10 different units in a turn. Rallying is much harder now.
3. T.T. - Tanks are better able to withstand inf AT, their gun is more effective as are auto cannons on apcs. I actually killed a BTR with a 20mm auto cannon!
4. I.T. - Units in cover still tough, but once enough fire power is brought on to them they are more likely to run.
5. Arty - units in open still get chewed up, but units in trees and houses more likely to withstand the fire.

It is a bit tricky at first, but after a couple of deploys it is pretty easy.

Version 8e mod:

- rout/rally reduced to 60%
Ok, so I have been playing several games sort of based on the guidelines and if you want a simplified version then use the following, they work well:

-% changes as noted
-FOO restriction
-size 0 units cannot capture flags
-mortars bought in batteries, deployed together, 1 section of ammo cannisters per battery.

This will still give you a good game, different from the vanilla flavored SP version.
Well after many months of playing with these rules, it seems to have come down to the following being the most commonly used and adding the best bit of flavor without work to the game:

1. FOO rule - I think this is the best rule of the bunch
2. Tube size rule - get's rid of all those heavy batteries
3. Mortar rule with ammo resupply

All others I have both used and not used and the impact is minimal, but you really notice the above three when you don't use them. The game is like apples and oranges when and when not used.
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