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Noticed with the “Force-on-Force” and with this last game that the US medics seem to have a MASSIVE (dare I say it almost game breaking) effect by just one man.
Perhaps it would be more realistic to limit that downshift on the wound type to only be useable once per turn on one casualty (rather than having an area effect with the medic able to aid as many casualties as appear in that radius as possible). Also a pet peeve (this is just me) about calling in off table artillery/airstrikes. Usually there’s probably the ONE chap on the table who can do this (FOO/FAO), and perhaps the platoon leaders being able to call in the company assets (like the 60mm mortars) and neither able to order the other. Plus that fire takes time to arrive (usually in most skirmish games we run it’s about three turns for the heavy ordinance, and two turns for the company assets). We copied the rules from the author of “Red Storm/Grey Steel” (Firebase games, sadly long OOP) that were written by an ex FAO in the British army (so we presume that he knows what he’s talking about). Tank’s can’t call in artillery strikes (unless it’s the company CO), and usually have extremely poor situational awareness anyhow (makes them very poor at spotting things like infantry in cover).
Anyhow probably some unwanted feedback on the rules themselves (we’re all “armchair warriors”, sometimes “keyboard warriors” as well). But enjoying the videos, so nice to see the historical games (and the preamble you do on the history of things before getting into the gaming is EXCELLENT) 🙂