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4th Edition Rules - comment now or forever shut yer trap!
09-13-2013, 09:42 AM,
#42
RE: 4th Edition Rules - comment now or forever shut yer trap!
(09-10-2013, 08:09 PM)vince hughes Wrote: When re-writing, be careful where the word UNIT and leader are used. It should be made clear as sometimes I think there has been a miss where perhaps unit has been used rather than leader or unit.

Want a counter with an arrow so units can be designated what side of the river they are on in a hex.

The old squad leader barb wire counters (which had no modifiers on) were far more attractive than PG barbed wire.

Swamp needs clarifying as it has different effects in different sets.

Same for hedgerows, hedges and bocage. There are 3 different iterarions I believe.

Penal unit rules need clarifying (for some). It needs to be made clear that they MUST advance to nearest enemies and that an activation is not able to be 'passed' so as to avoid activating them.

Lets get clarified what constitutes a 'tank' for the +1 bonus in assault combat.

Make obvious in the rules what fighting vehicles need 'foot' leaders to actate them (such as self-propelled artillery whether armoured or truck borne .... who activates them)

Lets insert Non-DEM ENG units when adding the +1 bonuses they get.

Lets clarify controlled hexes by adding a 'disputed' hex for VC's. Also clarify whether a DEM unit counts as controlling a hex if it was the last to enter the hex but was fleeing.

In assault modifiers, add to the non-DEM leader that he does not affect AFV's but DOES modify APC's.

As there is no overrun, how about a +1 column for assaulting a hex with ordnance only enemy. (I still don't like a lone mortar platoon being able to stop a stack of tanks running through it but .... )

Needs to be clarified whether cavalry can charge a unit they can not see ? (sounds daft, but it came up in a game Wayne and I played)

As much as I like their freedom of movement when I have them, I think MTC's need some kind of dismount rule before engaging and DF. (Perhaps a simple +1 MP)

Can we make gun dragging universal throughout the game system rather than differet types or even none from module to module.

Does the 75mm IG warrant a +2 DF modifier against it. Very small silhouette and many times its better to keep them at the back of a battle and not get them involved to save the VP loss for when they are wiped out.

HIP perhaps for all AT guns that set-up on board at scenario start. They are too often bombed to bits before even get a chance to take part. However, rather than allocate them normal hidden unit rules, they should be open to normal spotting. Therefore, if in a limiting terrain, they are spotted from 3 hexes rather than 1 hex as per normal hidden units.

Surrender rules need to go in main rule set as again, there are different iterations. South Africa's war are the best and it should be made clear that units calling for surrender should stay adjacent and not move along doing it.(see the Desert Rat surrender rules that if read to the word, allow such a thing).

How about a rule for morale no higher than 10 for any UNIT (not leader) after all mods etc

Minefields: To avoid gameyness, lone leaders and trucks should not be allowed to scout minefields. APC's fine, but trucks NO.

Tanks as transports: Lots of rules missing from the 'special ones'. Can't remember which, but a player (long since gone who was frustrated with the rules loop-holes' posed a number of questions about when they are fired at. There were no answers in the rules. Maybe one of the other posters here will remember tankdudes Q's. But they were valid.

Thats a few for now, I'll try and think of some more.

I have purposely left out anything I remember as added to the annotated rules or dealt with in the PGHQ doc.

Are you sure you didn't leave anything out Vince? Oh, I see you have more posts <sigh> LOL.
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RE: 4th Edition Rules - comment now or forever shut yer trap! - by Airlifter - 09-13-2013, 09:42 AM

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