Zapasnovan war : Scenario 2

Bit of "cruel" tactic EFTF might use if PLA sends just tank and keeps infantry back: Wall of bodies!

Go straight front of the tank and force it to either charge them or go around. Either way you should be slowing it down a bit.

Not sure if it is enough to secure victory but just an idea :D

(or could tanks just drive through infantry and keep on going?)
 
tneva82 said:
(or could tanks just drive through infantry and keep on going?)

Can't think of anything in the rules that says they can't drive over them. Not explicitly anyway.

Tanks ignore terrain 1" or less in the Armoured special rule, but the rules explicitly state that terrain is anything on the table except a model.

Even if you do slow them down a bit, the tank needs 5 actions to get off the board so it has 3 to spare, more than 50% margin.

LBH
 
lastbesthope said:
Even if you do slow them down a bit, the tank needs 5 actions to get off the board so it has 3 to spare, more than 50% margin.

You have 4 infantry sections. 4 roadblocks.
 
But that's assuming they need to stop at all, or they could just use 2 move actions to go laterally and outmanoevre the roadblock.

LBH
 
lastbesthope said:
But that's assuming they need to stop at all, or they could just use 2 move actions to go laterally and outmanoevre the roadblock.

LBH

Well I'm pretty sure arachnids couldn't simply walk through MI in SST. Maybe they have changed rule in evolution rules(note that the infantry isn't 1" so that armoured rule doesn't affect things).

And they go around, they are slowing down. Obviously you spread section as much as you can without creating gap wide enough for tank to pass through.

Then you plump second section while first one races backwards fast.
 
OK, but remember, it's no just the tank, the PLA have infantry as well, who can get off the board in 7 actions.

It just seems unwinnable for the EFTF

LBH
 
lastbesthope said:
OK, but remember, it's no just the tank, the PLA have infantry as well, who can get off the board in 7 actions.

If he brings forth the infantry can't you then aim to kill them fast for shatter?
 
tneva82 said:
lastbesthope said:
OK, but remember, it's no just the tank, the PLA have infantry as well, who can get off the board in 7 actions.

If he brings forth the infantry can't you then aim to kill them fast for shatter?

Nope, the Victory conditions are scenario specific, standard shatter rules do not seem to apply in this scenario. Other scenarios in the article state when standard shatter conditions apply, Scenario 2 has no such statement.

IF standard shatter rules applied, then it is winnable, hard but winnable.

LBH
 
Sorry, haven't been on the forums lately and missed this!

After looking at it again, I can only say "I screwed up"... Sorry 'bout that :(

The original scenario was "get one *infantry* model across", and a shorter distance, but because it turned out near impossible to do I made a last-second change without really thinking it through. Sorry 'bout that :(

Anyway, after some thought on rebalancing, and trying out a few games this morning, here's a modified version of the original which seems to work ;)

The PLA player needs to get one *infantry* model across the EFTF table edge.

The 24" section needs to be reduced to 8"

For those doing the math, (and forgive me if I miscalulated here cause I've only been getting 4 hours sleep for the past week) I believe it now takes a minimum of four moves to get a PLA infantry model off the board. The British player therefore needs to suppress every infantry unit at least five times during the four turn limit (for a total of ten suppressions necessary). The British have the theoretical capability of suppressing a total of sixteen times. The PLA now have to deny the British a total of seven suppression opportunities while keeping both squads alive.

I don't normally bother with the math but in this case I figure it'll show up any problems that didn't emerge in this mornings testing (which, for the record, resulted in 3 PLA wins and 2 British)

The MBT now becomes a disposable asset, and can be used to tie up British forces or as a "shield" for an infantry squad, as was originally intended.

Comments of course are welcome if this still seems incredibly unfair or easy, especially if I've missed a (sensible) loophole somewhere.

Oh, and as an aside, anyone who just used terrain to block the entire table width will just find they'll never be able to get an opponent ever again ;) Tabletop wargaming is (and IMO should be) 50% rules and 50% common sense, as no rules can ever cover absolutely every eventuality. As one common scenery setup method in many wargames is "one player sets up the table, and the other chooses the side to deploy on", there's nothing stopping the first player simply dropping a mountain range across the table and making the whole thing unplayable... Not being restricted by well-defined rules designed to stop every single possible loophole is what makes the thing more interesting than a PC game :)
 
mthomason said:
The 24" section needs to be reduced to 8"

For those doing the math, (and forgive me if I miscalulated here cause I've only been getting 4 hours sleep for the past week) I believe it now takes a minimum of four moves to get a PLA infantry model off the board.

i make it 3 moves, the 8" no mas land plus the 6" EFTF deployment zone is 14", the PLA move at 5" IIRC so they can travesrse the ditance in 3 move actions.

LBH
 
mthomason said:
The British player therefore needs to suppress every infantry unit at least five times during the four turn limit (for a total of ten suppressions necessary).

Or slow them by other means. Being between table edge and PLA for example :D Especially handy if said position happens to be within cover(okay mr. PLA. You want to shoot me and get slowed down or charge and apart from facing possibility of not killing me in charge you'll receive shooting reaction pre-combat :D).

But thanks for heads up.
 
The Old Soldier said:
Cool Beans! :D Maybe a errata can be placed in a future S&P for those that don't read the forums?

Will see what I can do, once we've ironed out the crinkles ;)

LastBestHope said:
I make it 3 moves, the 8" no mas land plus the 6" EFTF deployment zone is 14", the PLA move at 5" IIRC so they can travesrse the ditance in 3 move actions.

I'm awake now :)
No mans land extends to 12" then ;)
 
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