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Old May 19th, 2011, 12:18 PM
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Default Re: WinSPMBT "house rules"

Quote:
Originally Posted by Lankinen View Post
It's kind of a gentlemen rule, that air sorties thing.

Gives you a good edge even before the game have started if u spend ur points on ground units other than air strikes and opponents is spending 5% of pts in sam's etc that do not have targets.

Gives more challenge if tables are "more even".

You use reloadable bomblets / clusters ?

(At least the reloadable ones are extra nasty.)

But, if both have the same options, tables are even, but still they are quite powerfull.

I have found it more fun to play without them, for that exact reason.

How about the hexes, how u set em up ?

(Yes, ofcourse both players have to agree for house rules.)
On air
Air set to XXX you buy AAA just like you would for doing a campaign or the formation would have, some times it has no targets sometimes its overwhelmed sometimes its about right.
Might agree something diffrent for a change if had lots of attack helo games for instance
Also no objection to taking on airbourne force though this must be stated before hand in which case I tend to buy normal AAA I would plus a few area sams that I normaly hardly bother with.
All his force including arty must be airborne except perhaps a couple of batteries of offboard arty & possibly a small scout or special forces element on the ground.
Do allow option of HQ starting setup adjacent to friendly map edge so he does not get shot down.

On "Gives more challenge if tables are "more even".
No gives one side more of a challenge one less of one better player should try to take the more difficult side.

On Cluster/ Rocket munitions
Yes use them & would not say more fun to play without but certainly much easier as do not need to use any tactics against it. In fact dont really need any tactics at all for late era MBTs vs arty so very simple. Need to go back to a WW2 or 1950 -60s game for your tanks to be worried about arty.
Just buy it sensibly can decide offmap only if dont like idea of reloads or restrict on map to say 3 or 6 units or more complex realistic things if prefer.
In fact can be a very intresting little sub game what do I use CM arty for the most counter battery fire vs his CMs taking out ATGMs & AAA only if I achieve these do I go for the tricky thing of hitting vehicles on the move
Banning cluster munitions gives tanks a hard time because AAA & ATGMs are not dealt with effectively so all you have done is changed the nature of the game.

On V hexes
Normally set up manually placing on suitable things like bridges crossroads hilltops not the middle of a field. Normally in groups of 3-5 up to 7 placed so reasonably balanced for both sides if meeting.
With roads tend to stick adjacent to rather than on so can use that road without giving away change of control &/or set most flags to control of players at start
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