tag:blogger.com,1999:blog-6772360911663522089.post3648808591852876498..comments2023-10-25T10:14:37.798-07:00Comments on Santa Clarita Wargamer: Prokhorovka Playtest Turn 2Castigatorhttp://www.blogger.com/profile/10513201836577848475noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-6772360911663522089.post-85928627208303197332011-11-19T16:58:37.887-08:002011-11-19T16:58:37.887-08:00I also forgot to mention that the Night rules are ...I also forgot to mention that the Night rules are very interesting for another reason. <br /><br />If you wanted to modify the rules for 1980 Warsaw Pact/Modern, it's very easy to ease the Night restrictions for forces like the US that are much more capable of operating during darkness. Forces with superior night-vision equipment might be able to ignore some of the night restrictions.Castigatorhttps://www.blogger.com/profile/10513201836577848475noreply@blogger.comtag:blogger.com,1999:blog-6772360911663522089.post-24387804137273526032011-11-19T16:53:06.836-08:002011-11-19T16:53:06.836-08:00Also, the only time the Initiative dice are modifi...Also, the only time the Initiative dice are modified up and down is at Night.<br /><br />In all of the Piquet family of games, dice aren't modified by +1 or -2. They go Up and Down in size based on modifiers. For example, if my tank has a D10 combat die and it shoots at an infantry target in the woods (DOWN 1 for Class II cover), I would roll a D8 for the shot. The dice progression is D4 to D6 to D8 to D10 to D12 to D12+1 to D12+2, etc. <br /><br />So in my example, if I took the shot and the infantry target had a D4 defense die, we would roll a D8 vs its D4 and subtract the difference. If I beat its D4 roll and rolled Even, the target is suppressed. For every 3 I beat it by, the target loses a strength point (it has 3 before it is eliminated).<br /><br />Movement works the same way. My tank company normally moves 12" per move segment. On a Move card, I roll my D12 command die for the unit vs. a D6. If I beat it and roll Even, the unit can conduct special movement and ignore certain terrain. As long as I don't roll a "1", I can move one movement segment. For every 3 I beat the D6 result by, I get an extra movement segment up to a total of 3.Castigatorhttps://www.blogger.com/profile/10513201836577848475noreply@blogger.comtag:blogger.com,1999:blog-6772360911663522089.post-83136621846732510792011-11-19T16:38:12.907-08:002011-11-19T16:38:12.907-08:00I would recommend them, especially for large scale...I would recommend them, especially for large scale battles. The rules focus more on command and friction issues and less on questions of armor angle and gun penetration statistics. If you think the game I'm describing in the playtest sounds like fun then you might like them. <br /><br />Each side has a deck that ranges from Abysmal to Superior. Better decks have better cards in them. Companies make variable moves (determined by a die roll based on their sub-commander's ability) on Move cards. They reload on Firepower cards. Artillery spotting and rallying occurs on Command & Control cards, etc.<br /><br />Each side rolls for initiative and the difference in the die rolls is the number of cards each can play in that particular Initiative. The winner decides who goes first. Bad armies have smaller initiative dice and also Lull cards in their deck that give the opponent a chance to interrupt their Initiative with a fresh card. Turns end when one side runs out of cards in its deck or the initiative dice roll a tie. <br /><br />Momentum swings back and forth as initiative changes and different cards are flipped. The rules are great for solitaire play. I'm currently playing this playtest solo and it is almost as fun as playing against an opponent.<br /><br />Please feel free to post any other questions you have about the game. It is available from piquet.com.Castigatorhttps://www.blogger.com/profile/10513201836577848475noreply@blogger.comtag:blogger.com,1999:blog-6772360911663522089.post-7347417887295363532011-11-19T14:59:23.120-08:002011-11-19T14:59:23.120-08:00how do you like the rules. Would you recommend the...how do you like the rules. Would you recommend them. What about that dice roll for initiative are there modifiers or you just roll and the difference is how many cards the opponent gets. Also on initiative you said you rolled 7 versus 1 thus 6 cards. But how many cards do you get. Or is initiative based on whos turn it is. Or is it that he rolled higher and he gets 6 cards and you get none because you rolled less. Just trying to understand the mechanics of the game. Great site by the way.<br /><br />Thanks.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6772360911663522089.post-87578762742391540312011-11-19T12:58:11.915-08:002011-11-19T12:58:11.915-08:00Maybe. Those villages are only Class II cover and...Maybe. Those villages are only Class II cover and no drift for artillery because they're town sections! Buckle your helmets, 53rd!Castigatorhttps://www.blogger.com/profile/10513201836577848475noreply@blogger.comtag:blogger.com,1999:blog-6772360911663522089.post-18608813186280315312011-11-19T12:37:58.620-08:002011-11-19T12:37:58.620-08:00Love it! Guess the 53 MRB doesn't want to ge...Love it! Guess the 53 MRB doesn't want to get chewed up...<br /><br />BrentAnonymousnoreply@blogger.com