The supply system used is very unsophisticated and is incorporated into the "Length of Battle" used. Because each game turn lasts approximately one historical week (ten turns per game corresponding to the actual length of the battle until the Germans were surrounded: Sept. 13 - Nov. 19, 1942) this is played on more of a strategic level than tactical.
The "Length of Battle" is based on three factors with each element rolling one die to determine the outcome: 1 lowest to 6 highest. The three parts are: Leadership, Troop Morale, and Logistics. Totaling the three dice determines the length of each battle fought in a Battlezone (rectangular bordered area within the city). Rolls of 3-6 yields one battle, up to a maximum of six battles rolling 15-18. It is assumed the higher the total the longer combat units can sustain themselves in battle. I do use the Battle of the Bulge supply tokens to keep track (I told you it was unsophisticated!).
I'm also 90% done with a new 3D Stalingrad city constructed out of "evergreen scale models" styrene. But no matter how hard I try, the results of my game won't "hold a candle" to Larry's Stalingrad creation once he has made the decision to design it. Thanks for asking Pellulo.
After a hit has taken place, it must be determined if the target escaped destruction or was destroyed. Using D6, Infantry are destroyed by a die roll of 3+; tanks 5+. This means infantry are destroyed after being hit by rolling a second time of 3-6; tanks 5-6.
If a 6 was rolled, following a hit roll, and there were two infantry present, both would be destroyed because it only takes a minimum roll of 3 to destroy a single infantry unit.
If the roll was 5 then only one infantry unit would be wiped out. This roll would be different if a tank was also in the battle. Rolling a 5 would destroy the tank because they are eliminated with a roll of 5 or 6.
The target(s) is always decided by being the closest to the point total rolled. For example, if a pair of fighters rolled two hits and subsequently rolled a 3 and a 4 (total 7 - multiple hits are always added; never treated separately) and the battlezone contained two infantry (3+ to destroy) and a tank (5+ to destroy) then the two infantry would be destroyed because their total of 6 is closer to 7 than the tanks 5. The total must always be equal or lower (never higher). Always calculate the minimum necessary to determine destruction (3 for infantry/5 for tanks). In this example a tank and an infantry could not be destroyed because this totals 8 points (5 + 3); while our casualty roll totals 7.
So that's how I destroy units. The most frustrating part, and the one that just doesn't feel right using the above method, is how to determine who was hit. If one of you has a way to determine casualties that to paraphrase Einstein is simple, but not too simple I would love to hear it. Thanks in advance for your ideas. Pete
Do you have a duplicate of that map? I am prepared to pay for it,
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
I'm sure he's just waiting since 2010 for a reply.Sat Nov 20, 2010 10:42 pm
Thank you for your compliment. Apparently, no one is interested in recreating the Battle of Stalingrad into an A & A game. It is a battle that is as intense as any you will find scouring the history of World War 2. I wish Larry would undertake the battle, complete with the smell of cordite emanating from the box when it is opened. I'd be happy to share everything within my game (at no charge), but according to the rules of Larry's website, I'm not sure that is possible. Perhaps Larry or Kreighund can clarify just what restrictions apply when you post something here.
Again, thanks for your kind words.
Who is online
Users browsing this forum: No registered users and 3 guests