Alan Hume
Elder Member
Yep, I really liked Paul and his knowledge was superb, he is much missed
Yep, I really liked Paul and his knowledge was superb, he is much missed
Had a look at the captured vehicles sheet that came with RBF4, but it only contains German and Russian AFV. What did the sheet you're referring to come with?IIRC HoB did this with their Rare German Vehicles set, but was an odd green color.
Maybe the DTO - dust, sun blindness, heat haze, etc?I'm working on creating EC summary counters similar to the ones included in WOA.
What's missing/wrong for the following?
MUD (Open Ground)
HE: +1 TEM
MF: +1/2
Entrench: +1 DRM
Bog: +1 DRM
GROUND SNOW
Marsh/Mudflat = OG
Streams = frozen
Entrench: +2 DRM
Inf/Cav +1 MF/level change
Road MP = 1
Non-tracked MP: +1
DEEP SNOW
Ground Snow +
Brush = OG
HE: +1 TEM
Tracked MP: +1
Non-tracked MP: +2
Bog: +1 DRM
EXTREME WINTER
Entrench NA
B#/X#:
Russian -1 (<A41)
Axis -2 (<A42)
Thanks.
What also could be considered are terrain changing counters such as "Open Ground", Woods, Light Woods (for HP), Steep Hills (for KWASL) and Ground level (many scenario SSR's state: Treat all hill hexes as ground level), orchards, sparse orchards (BFP), wire with TB on them, And others...I'm working on creating EC summary counters similar to the ones included in WOA.
What's missing/wrong for the following?
MUD (Open Ground)
HE: +1 TEM
MF: +1/2
Entrench: +1 DRM
Bog: +1 DRM
GROUND SNOW
Marsh/Mudflat = OG
Streams = frozen
Entrench: +2 DRM
Inf/Cav +1 MF/level change
Road MP = 1
Non-tracked MP: +1
DEEP SNOW
Ground Snow +
Brush = OG
HE: +1 TEM
Tracked MP: +1
Non-tracked MP: +2
Bog: +1 DRM
EXTREME WINTER
Entrench NA
B#/X#:
Russian -1 (<A41)
Axis -2 (<A42)
Thanks.
That's a genius ideaWhat also could be considered are terrain changing counters such as "Open Ground", Woods, Light Woods (for HP), Steep Hills (for KWASL) and Ground level (many scenario SSR's state: Treat all hill hexes as ground level), orchards, sparse orchards (BFP), wire with TB on them, And others...
Like these?What also could be considered are terrain changing counters such as "Open Ground", Woods, Light Woods (for HP), Steep Hills (for KWASL) and Ground level (many scenario SSR's state: Treat all hill hexes as ground level), orchards, sparse orchards (BFP), wire with TB on them, And others...