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Messages - Peterloo

Pages: [1] 2 3 ... 6
1
PBI / Re: PBI 1918?
« on: September 11, 2018, 09:01:43 AM »
I did quite a bit on ww1 PBI , I'll  attach the file
When attacking trenches I found it best to deploy the platoons in column as in a line you quickly lose control of it

Early war is very Spanish CC as there's no light Mgs and unit sizes are bigger , that's an interesting game. later war its more ww2 ,


2
PBI / Re: Beevor Arnhem
« on: August 13, 2018, 09:50:16 AM »
I did the Nijmegen marches years back and - its very flat and very open - (we did the seven hills! of the grosbeak heights - and as we had trained in wales we didn't even notice them) Homunzord must be on the grosbeak, that's where the camp was)
very similar to Flanders, you can see towns villages miles away. but the land is cut up with deep drainage ditches between fields. no hedges. absolutely sod all cover.

3
PBI / Re: PBI game on Sunday
« on: August 07, 2018, 08:56:14 AM »
you noted the game was short , it can be as little as 4 turns or as many as 21 turns (you don't know how many 1s I can roll in a game)
To even it out we play it , re-roll any 1 or 6 for time dice. - and that's the result , so you still get 1 and 6 for time points just less often. - games tend to last 6-8 turns which gives enough time to give both sides a chance.

4
PBI / Re: PBI game on Sunday
« on: August 06, 2018, 11:15:27 AM »
The defender is pretty well stuffed if they don't hold 2 objectives, and even then 1 attacker objective taken can win you the game as it equals the two defender objectives.

it's tough being the defender.

Small note - American Para didn't have BARs.

5
PBI / operation tourch - minature wargames
« on: August 06, 2018, 09:55:35 AM »
minature wargames this month has a series of articles about engagements between Vichy French and Americans. very good basis for some unusual PBi games

6
PBI / Re: PBI game on Sunday
« on: August 06, 2018, 09:47:05 AM »
sounds like a good game, major blue on blue -
- we have thought the flank option is a bit over powerful - especially when some armies get 8dice! , we play it each 6 flanks a unit (opponents choice) , not all the-inforcements. it gives the defender with 4 units off a bit more of a chance.

7
PBI / Re: Beevor Arnhem
« on: July 26, 2018, 09:50:30 AM »
has anyone played the SPI Arhnem game? - I have it and would like to run it as a PBI campaign (have run Bastogne, 1st alamein, invasion of Malta, Guadacanal)

I think it would be very hard actually keeping to the historical script.

8
PBI / Re: Beevor Arnhem
« on: July 25, 2018, 11:06:03 AM »
I want to read this as I want to find out what happened to Monty - he doesn't seem to have involved himself in this battle

Lee-Malory was useless in the battle of Britain and he proved to be useless at Arhnem. -

it was a cock up of a battle and we got what we deserved.

- It never snows in September is a good one, from the geman point of view , it lays great stress on our airborne were beaten by german second line troops.

9
PBI / re-thinking PBI
« on: July 25, 2018, 11:00:07 AM »
this is just a thought for the future - an interesting idea - I love the game and play it on a weekly basis , Ok "its PBI but not as you know it Jim" but its PBI.

Infantry fight in sections , that make up a platoon.  A section(commanded by a corporal or lance corporal) pretty well stays together, certainly it stays within 60yds, splitting up any further and you've lost them, troops go to ground and your section becomes fragmented and no longer under your control. Soldiers once they lose sight of their mates, stop and tend to fall back.

so with that principle in mind I divided my platoon into sections, - lets say british, you have a platoonHq+Light mortar+1rifle
3 sections of 1lmg+2rifle

so each section occupies a square and must stay in base to base contact - or all stay in the  square.

if you put 2 sections in  square in clusters it. more than 5bases in a square super-clusters

casualties move and stay with the section.

if a section is reduced to 1 base it may be amalgamated with another section but you lose 1vp per section destroyed.

The upshot of this idea is you have less scattering of troops, and it forces the player to keep his organisation more historical.
Its harder to cover the whole front as , as a platooncan only cover 4 squares in effect.

we are fightingearly war were sections were larger - a French section was 2lmg+3rifles (motorised troops) but it works well.

It applies to ATguns as well but not to armour as they have radios (unless your French then we play them as platcom+sections which need to be motivated)

10
PBI / Re: 50th anniversary
« on: July 25, 2018, 10:40:57 AM »
An interesting point about a Dads army is in the book "the massacre of Abdcom" - the Japanese expansion in 42 across the colonized south east asia.

Invasion of Hong Kong - the local defence force made up of - Dads army in effect. gave the japs (an abbreviation not a derogative term, just in case anyone wants to take offence) a really hard time.
so much so when they were finally defeated the Jap officers wanted to execute them, the soldiers , revering their elders and the fight they put up, persuaded them to be spared.

so the programme may have portrayed Dads army as a bit of a joke, if the Germans had come, they would have sold their lives dearly.

11
PBI / Re: Beevor Arnhem
« on: June 13, 2018, 09:54:56 AM »
spoiler alert - the germans win (sorry I hate to give away the ending of a book)


12
AK47 Republic / campaign game
« on: June 12, 2018, 03:51:45 PM »
Hi
I came upon this from decision games -- border war - looks like a brilliant platform for AK47 campaign
attached is the map to give you an idea.
I haven't worked out how to integrate the solo play rules with AK47, but it looks like a great platform for a player/umpuire and active player for a 2 person campaign.

13
PBI / horse drawn guns
« on: May 15, 2018, 11:37:56 AM »
Whats the rule on horse drawn guns?

It used to have one, but the new rules seem to have dropped it. -

14
PBI / Re: random set up
« on: March 21, 2018, 10:55:30 AM »
We tried out random terrain placement last night - worked very well , if you fancy it this is how we did it,
we diced for random terrain each
1 = hill (dice again 123 open 456 rough)
2 = swamp
3 = depression
4 = field (we also have open which means nothing can be put in the 2 squares - including teriary)
5 = rocky outcrop or woods (dice 123 = woods 456 rocky outcrop)
6 = buildings

dice for random position of objectives

then dice for each piece as its laid down.
you select a piece , diced 2d8 , measured from your side of the board and you select which side to measure from, you lay the terrain piece in any direction from that square. if it overlaps an existing piece you can place it in any adjacent square to the square picked
Buildings dice 1 d8 for how far up or along the building is on the road.

It gives a nice randomness to the terrain

15
PBI / Re: tank morale - by buildings and woods
« on: March 21, 2018, 10:01:30 AM »
An interesting question on tank morale got asked last night and we struggling with the logic of it.

It states a tank suffers morale  if it has no friends in adjacent squares - so it ignores friends in the same square?
I say it counts friends in the same square - but it doesn't say that.

It's not logical captain.

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