tag:blogger.com,1999:blog-5793209188665500875.post5537755706675012897..comments2024-03-27T08:32:37.310-04:00Comments on oldSarges Wargame and Model blog: Charle Company RulesGaryhttp://www.blogger.com/profile/08427805768684850476noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5793209188665500875.post-83818583240320170622015-12-21T12:47:01.907-05:002015-12-21T12:47:01.907-05:00AMMO: there are ammo rules for non rifle/mg weapon...AMMO: there are ammo rules for non rifle/mg weapons, but for our 1st game I didn't want to do that. I may use ammo in future scenarios when I have more Hueys to ferry in supplies. Of course, Mr Charles will have more fun tricks to oppose this... *cackle cackle evil laugh*<br />special rounds for M-79: let me preface this by saying I wasn't there, so I don't know what was ACTUALLY going on. My mother and father were born in 68. The issue is that it is in the book, and i'm not sure if it is just there for game balance reasons. without the flechette rounds, the american squad can fire (average, as I have to roll before game to see how understrength the US squads are) 10 dice for 8 men. Mr. Charles can reply, if armed with AK47, NVA/ hardcore VC w/AK squad: 13 or more dice for 9 men, and a few less for SKS type weapons. this is before any modifiers, which the Vietnamiese usually get the better end of that stick. Again, I don't know why they are in there, if they actually meant Buckshot when they said flechette, if it is there for game balance, if the particular Veterans that were involved in the making of the game had some, or just if one of the civilian game developers read a TO&E that said they had it, when all it was is a paper trail. As far as that goes, I think I will keep them in the game until there is a big issue with them, as 1d6 worth of fire isn't worth (to my mind) giving the american players the feeling of being shortchanged in that area. They ARE going to get the short end of the stick in most games that I run. <br />Mortars: yes I agree that they were poorly used. they were just blasting empty jungle turn after turn, but I don't think there was much of a good opportunity to use them in this scenario. by the time effective fire was called in, the VC had melted away or the US Infantry had dealt with the problem. I am not sure why smoke was not used to cover the advance into the village. <br />Victory: Now that is complicated. I'm going to call it an American Military victory, with a Vietnamese political victory. there were enough tucks getting off the table to get some supplied to the next firebase, but damage was incurred and the Americans sustained quite a few casualties for an "routine" mission. that with the American actions will result in a media coup for the VC. Thats my take. Sadly the drug issues in the Battalion continue to go unresolved... that will have to be another game. Anonymoushttps://www.blogger.com/profile/01486166173377468740noreply@blogger.comtag:blogger.com,1999:blog-5793209188665500875.post-84133815539876873142015-12-21T12:46:53.151-05:002015-12-21T12:46:53.151-05:00The Rulebook does have that exact list, in the pla...The Rulebook does have that exact list, in the player's defense, I as GM am to blame for that. Charlie Company is meant as more of an RPG experience than an orthodox tabletop game, and lack of preparation on my part was the deciding factor for the shortfalls in the game. The Miniatures were all painted in the week leading up to the game, and the rules were learned friday evening and saturday morning. I'm sure that I got a few things wrong, and had I need a little more prepared, the gaming experience would have been enhanced. By way of example, I didn't stick hard and fast to the cover rules, as I had blurted out #'s of dice to roll before me brain had time to work. Anton put it best in that I had the feeling of "herding cats through a lava field". <br />As for the more Specific concerns:<br />Tank: while there is no provision for using periscopes in the game, Buttoned up tanks have their experience rating halved. this number is used to spot things, that # or less on a D10. the tank crew was as Green as Green gets, with a base of 3. this was halved for the whole game, as they stayed bottomed up. they literally saw nothing all game. against unspotted enemies, all fire is halved. I sadly did not catch that until halfway through the game<br />Recon by fire: This was my bad, big time. There actually isn't a mechanism for this in the game, I was thinking of a different ruleset. the way it is supposed to work is "recon by fire" is basically once a US unit takes fire from a unspotted enemy, they can shoot back thataways but their firepower is basically quartered. if the figures are on the table (one american squad has spotted the enemy) the others now fire at half effect, basically they see where the other guys are shooting and shoot there. <br />Anonymoushttps://www.blogger.com/profile/01486166173377468740noreply@blogger.com