Extras

Started by John Watson, September 26, 2024, 10:17:24 AM

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John Watson

In our recent games Martin mentioned that there was a lack of variety in the extras chosen. The 14 points were taken up most often on extra foot bases (3 times), a pair of mg's, a pair of RCL's and heavy armour. Perhaps what is needed is a few extra points to use. Maybe 16 points could be a game changer.
I would always take the extra foot which is 5 points and probably the mg's and RCL's for 4 more. That leaves 7 points. I could then take light armour and field guns, or heavy armour and mortars, or technicals twice and a chopper. I think the extra 2 points adds a lot of scope without creating any super forces.
What do others think?
John

Stewart 46A

John
I think if you have more points then you will have most extras,
If you want more variety in forces then reduce the points to say 10 for extras then I think there will be more variety in forces because you can't have everything

Stewart

martin goddard

I wanted choices to be difficult.
I also reckon that attackers benefit from having vehicle units as they can be on at game start.  This brings  the player to make choices. Ideally I would have 1x technicals and 1 x light armour.
Foot weapons; my favourite are mortars because they can hit at range.

martin :)

Sean Clark

Interesting. 

In the North Staffordshire region, extra bases are rarely taken in favour of armour and heavy weapons plus transports.

Dex13

In South Yorkshire I think we have tended to go for spread betting. Extra troops for militia and professional units plus tanks, technicals and mortars. Field guns, armoured cars and transport has been curiously absent.