AK pinning

Started by martin goddard, September 12, 2024, 11:56:29 AM

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martin goddard

I think that AK pinning is too harsh.
Continued pinning will ensure some troops never do anything and have no chance of getting on with the game.

We are going to try out the following.

Any pinned square can have a residual movement and nothing else.

This would mean that pinned down troops can escape that square.
A pinned square could then scatter, redeploy or just stay still. They will still have lost one of their 5 game turns.


martin :)



Sean Clark

Kevin and I shall try this tomorrow night.

Stewart 46A

#2
Is there any penalty for withdrawing?

The opponent will have spent a lot of AP and spent a turn to pin a square ready for an assault,
Seems a bit unfair just to let the pinned square withdraw
May be roll a D6 to withdraw and lose a base
3+ Provisional
4+ Regular
5+ Militia



Stewart

martin goddard

Changes included in W

1. Shooting bonus now cause all targets to be at short range. I did not want the token to be too good in comparison with the other tokens. Applies to whole unit.
2. Pinning Only affects foot bases. Guns are excluded so that there is no mixing confusion with unpinned mixing with pinned.
3. Pinning reduces square to zero AP. But pinned can move 1 square. Nothing else except to move. This will allow pinned bases to spaced out and not be long term frozen.
4. River now has a place on set up sequence.



martin :)

martin goddard

It needs to be noted that each player's men will only expect 5 turns,


I am seeking for pinning to be useful, but not necessarily a "must option".
At the moment it is mostly best to seek a pinned result. Especially of the target is saving on 2,3,4,5,6 or there are 3,4,5,6 bases in the target square.


In effect the pinning will cancel the target's next turn except that they can move 1 square.
If a square containing 3,4,5,6 bases can be pinned for 3 consecutive turns then they are effectively of no use to the owner in the game.
This of course needs trying out.

The 1 square movement is easy.Any direction is allowed but 1 square movement cannot constitute an assault.  A withdraw might cause confusion about which direction is withdrawal etc.

martin :)

Dex13

Got a game next Thursday so will try this out too.

martin goddard

The more tests the better.

martin :)

martin goddard

We used it in our game but it only came into effect once.
I pulled some pinned bases stuck in the open back into cover.
Seemed reasonable.

martin :)

Sean Clark

This answers my question on your other post.

It does seem reasonable rather than being stuck in the open under fire, though I suppose they'd be eligible for take cover?

martin goddard

They could have moved in any direction. The one square move could put them without taking cover and away from their dead bases.


martin :)