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Messages - Peterloo

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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.

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.

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)

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.

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)

AK47 Republic / campaign game
« on: June 12, 2018, 03:51:45 PM »
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.

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. -

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

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.

« on: March 16, 2018, 01:55:40 PM »
We have always played a tank/gun can shoot through 2 other tanks/guns of its own side. - but for  some reason we decided to check the rules - and couldn't find anything on it (I'm sure it as in the old rules)
this immediately raised the question (and eyebrows) - can they?
it states under shooting restrictions guns can fire through foot (not mg)

now foot cannot fire through own foot/guns/trucks on the principle it could do a blue on blue. - does this apply to guns - no fire through own for the same reason ?

Patrols in the Sudan / Re: Duncan and mike
« on: March 12, 2018, 01:38:52 PM »
I must admit I don't understand this desire to do everything in 28mm/54mm - I'm painting some 28mm figures for the sudan / afghan wars - for "men who would be king rules" - it could just as easily be done in 15mm ,

I know we are all getting older and eyesight is fading but unless its ultra skirmish in 1-1 at short ranges 28mm doesn't fit on a wargames table - A figure over an 1" tall and 100yds is 12" - so he's 8yds tall ? - looks all wrong to me.

PBI / Re: tank morale - by buildings and woods
« on: March 12, 2018, 01:32:15 PM »
the rules on tank morale are not very clear
it sites 1 cause is being disabled - not the activating cause.
In our early games we took it at its word - 2 causes, no friends and being by closed with no infantry - 2 causes take morale - we had tanks being abandoned just because it drove past a wood !

Tank morale is really only 1 cause on being ko'd

PBI / Re: How do HMG armed tanks work against infantry ?
« on: March 12, 2018, 10:10:54 AM »
Hmg armed tanks are deadly if the infantry lack AT weapons. recently fought a battle my infantry company + 4 ATguns verse about 20 Pz1s , once he  killed my ATguns he just chewed up my foot.
jumping his tanks became very Phyric

PBI / tank morale - by buildings and woods
« on: March 12, 2018, 10:06:51 AM »
bearing in mind I play PBI every week (its the only wargame I play really)(apart from aerial dogfight) I like the rules
tank morale - a cause of morale is adjacent to buildings/woods with no adjacent infantry. - having friends(other tanks of your platoon) doesn't help.
Recently played a game , I'm defending and have 1 infantry platoon and 1 tank platoon at the start, tanks are sitting by a wood well behind my infantry and being shot take morale ! the tank concerned was surrounded by its brother tanks (one actually being in the wood) and yet it had to take morale. - this does not make much sense.

I understand why the rule was created, but I would suggest adjacent friendlies should count as a plus cause , the rule then only applies if the tank is on its own and gets shot.  which is more likely,

PBI / Re: towed guns in melee
« on: March 07, 2018, 12:15:32 PM »
I did look to see if its a transport , - but its an unarmed truck towing a gun - how offensive can it be?

Possibly as it explodes it could damage the armoured car.

so according to the rules an armoured car gets 4d6 (3d6+1d6 for its armour ) a truck with 1 base on board gets 3d6+1d6 for crew so is evens with an armoured car.

realistically its one of those situations were there's no fight back, the crew  run, or die , or surrender.
your in a truck and an armoured car rocks up and riddles the truck, if your not dead your not really in any position to fight back.

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