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Sample turn or command example?


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#1 Aaron Loomis

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Posted 12 September 2006 - 10:26 PM

As a follow up to understanding the game-Is there an example of a turn somewhere?Maybe something that can show me how command and morale work?Death, Supression, route, rally are all big parts of a game system- curious how it is handled in MP!(I found the book at my LGS, but the loose leaf format kept me from taking it out of the bag and leafing through!)

#2 Bob Benge

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Posted 13 September 2006 - 06:44 AM

Maybe something that can show me how command and morale work?

Gregory has redone our Command and Morale chapters for us. I have found an example taken out of the Core Rules Revision for Morale Checks:EXAMPLE: MORALE CHECKFour Regular U.S. Infantry stands takefire from German units.< Stand A takes no fire in its rear-guard position. It has one hit from a previous turn.< Stand B takes fire and is Pinned.< Stand C takes one hit and is Suppressed from fire on its flank.< Stand D is Suppressed.The U.S. player now activates his unit, and must roll for Morale, since Stand C took a casualty. Regular Morale for the U.S. is '12.' He rolls a d20 once for the unit, getting a '12.' We will check each stand in order:< Stand A has one hit, -2. On the Morale '10' (12 - 2) line of theMorale/Recovery table, a '12' die roll indicates "Down 1 level," so Stand A is Shaken.< Stand B is Pinned, which has no modifier. On the Morale '12' line of the table, a '12' die roll indicates "No Change," so this stand is unaffected.< Stand C has a casualty, -2, is Suppressed, -1, and was "fired uponfrom flank or rear," -5. He is on the '4' line (Morale value 12 - 2 - 1 - 5). A '12' indicates a "Down 1 level" result. Stand C is Shaken.< Stand D is Suppressed. On the '11' line (Morale value 12 - 1), a die roll of '12' causes a "Down 1 level" result. StandD is Shaken.EXAMPLE: RECOVERY CHECKThe four U.S. Infantry stands continue:< Stands A and B chose to remain stationary without attempting an action.< Stand C, already Shaken, cannot take any action while Suppressed.< Finally, Stand D fired for its Standard Action.It is now the end of their phase. All PINNED and SUPPRESSED markers not received this phase are removed. The unit now tries to Recover. Regular TQ Rally value for the U.S. is '13.' The player rolls a d20 once for a '12' (again!). We will check each stand in order:< Stand A is Shaken, which is '0' for a Recovery roll, and has a casualty, 2. On the '11' line (Rally value 13 - 2 =11) a roll of '12' indicates a "No Change" result. Stand A remains Shaken.< Stand B is Shaken, which is '0' for a Recovery roll. On the '13' line, a '12' indicates an "Up 1 level" result, so Stand B is now Shaken. Remove its SHAKEN marker.< Stand C is Shaken, which is '0' for a Recovery roll, has a casualty, 2, and has an enemy on its flank in LOS, -2 (it is -2, not -5, since the enemy did not fire at the stand since its last morale check).On the '9' line (Rally value 13 - 2 - 2 =9) a roll of '12' indicates a "No Change" result. Stand C remains Shaken.< Stand D is Shaken, +0 for Recovery. On the '13' line (Rally value =13) a die roll of '12' yields an "Up 1 level" result. Stand D recovers to Steady.I am going to let Gregory post an example of the Command rules he did for you.

Death, Supression, route, rally are all big parts of a game system- curious how it is handled in MP!

Death (1 hit/2 hits) and Suppression as well as, Pinned and Immobilized statuses are handled on the To-Kill Table as combat results. Immobilzed = vehicle tracked or engine hit cannot move for duration of the game.Suppressed = unit cannot move or fire. Recovery from suppression requires Recover Standard Action and a successful Troop Quality (TQ) check.Pinned = Unit losses bonus move for one turn and will fire with a penalty of 1/2 or -3 whichever is worse. Unit recovers automatically at the end of the units next activation.An example of this would be if Tank A fired at Tank B and secured a hit. The player of Tank A would determine is To-Kill value by comparing his pentration to Tank B's applicable (front, side, rear, top/bottom) armor. Let's say Tank A has a penetration of 7, is hitting Tank B on in the Front and his Front Armor is 5. The To-Kill value would be Tank A's Pentration minus Tank B's Front Armor, in our case 7-5=2 To-Kill Value. Now roll on the right side of the To-Kill table using the 2 line. The 2 line has listed:1 - 2 = 2 hits3 - 12 = 1 hit13 - 14 = Immobilized and Suppressed15 - 17 = Suppressed18 - 20 = No EffectIf a 5 was rolled on the To-Kill roll then the target would take 1 hit. This will be a kill for most vehicles. Only very few vehicle have 2 hits or higher. An example of a 2 hit vehicle would be the King Tiger, Maus, or JS-III. :)

Is there an example of a turn somewhere?

I am sure we can get a sample turn out for you. I thought we had one somewhere but not sure if I am correct or where it is. It may take a bit to type up though.Some basics concepts of the game are:Low rolls are best for everything except Hand-to-Hand combat! :)Troop Quality is the basis for Mein Panzer. It represents a training/competance value of the unit. The number is used for much of MPs rolls as a basis vehicle To-Hits, recovery from suppression, recovery from misfire/gun jams, etc.A turn consists of a number of activations (you can substitute phases if you want). The number of activations is equal to the side with the smallest number of platoons. Example: US vs. Germans, the Germans have 2 platoons of Tigers (4 stands each)and one infantry platoon (3 Stands) whic totals 3 Activations, the US has 4 patoons of Shermans (5 stands) and 2 infantry platoons (3 stands) which totals 6 Activations. The Turn would have 3 Activations. Now initiative is determined by each side rolling a d20, low roll determines who goes first. German Player rolls a 12, US Player rolls a 6. US player has the initiative and decides to go first. Now the US player Activates 2 platoons. A stands activation consists of a Standard Action (Move, Fire, go to Overwatch, Recover, etc.) and a Bonus Move (move only) if the stand is within unit command distance (this is the max distance that one element of the platoon is from another and is variable depending upon figure scale and unit training. Example a 5 element regular platoon in 6 mm (micro armor) could lineup its vehicles a max of about 10" which would be 2" between each vehicle.). After the US player has completed activating 2 of his platoons the German player then Activates 1 platoon. This continues until both sides have finished activating all units. Note that once a platoon is activated it cannot be activated again until the next turn. More to come...I welcome anyone else to expand upon my turn example.

#3 Aaron Loomis

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Posted 13 September 2006 - 09:42 AM

Thank you for all the information.These are great examples.So it seems by these examples that command is built into the platoon and done at the platoon level- modified by coherency- but no specific "command" stand. Is there also command at the company level?

#4 gregoryk

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Posted 13 September 2006 - 11:52 AM

Bob's post has a complete example of how Morale worksbbenge wrote:

Gregory has redone our Command and Morale chapters for us. I have found an example taken out of the Core Rules Revision for Morale Checks:EXAMPLE: MORALE CHECKFour Regular U.S. Infantry stands takefire from German units.< Stand A takes no fire in its rear-guard position. It has one hit from a previous turn.< Stand B takes fire and is Pinned.< Stand C takes one hit and is Suppressed from fire on its flank.< Stand D is Suppressed.The U.S. player now activates his unit, and must roll for Morale, since Stand C took a casualty. Regular Morale for the U.S. is '12.' He rolls a d20 once for the unit, getting a '12.' We will check each stand in order:< Stand A has one hit, -2. On the Morale '10' (12 - 2) line of theMorale/Recovery table, a '12' die roll indicates "Down 1 level," so Stand A is Shaken.< Stand B is Pinned, which has no modifier. On the Morale '12' line of the table, a '12' die roll indicates "No Change," so this stand is unaffected.< Stand C has a casualty, -2, is Suppressed, -1, and was "fired uponfrom flank or rear," -5. He is on the '4' line (Morale value 12 - 2 - 1 - 5). A '12' indicates a "Down 1 level" result. Stand C is Shaken.< Stand D is Suppressed. On the '11' line (Morale value 12 - 1), a die roll of '12' causes a "Down 1 level" result. StandD is Shaken.EXAMPLE: RECOVERY CHECKThe four U.S. Infantry stands continue:< Stands A and B chose to remain stationary without attempting an action.< Stand C, already Shaken, cannot take any action while Suppressed.< Finally, Stand D fired for its Standard Action.It is now the end of their phase. All PINNED and SUPPRESSED markers not received this phase are removed. The unit now tries to Recover. Regular TQ Rally value for the U.S. is '13.' The player rolls a d20 once for a '12' (again!). We will check each stand in order:< Stand A is Shaken, which is '0' for a Recovery roll, and has a casualty, 2. On the '11' line (Rally value 13 - 2 =11) a roll of '12' indicates a "No Change" result. Stand A remains Shaken.< Stand B is Shaken, which is '0' for a Recovery roll. On the '13' line, a '12' indicates an "Up 1 level" result, so Stand B is now Shaken. Remove its SHAKEN marker.< Stand C is Shaken, which is '0' for a Recovery roll, has a casualty, 2, and has an enemy on its flank in LOS, -2 (it is -2, not -5, since the enemy did not fire at the stand since its last morale check).On the '9' line (Rally value 13 - 2 - 2 =9) a roll of '12' indicates a "No Change" result. Stand C remains Shaken.< Stand D is Shaken, +0 for Recovery. On the '13' line (Rally value =13) a die roll of '12' yields an "Up 1 level" result. Stand D recovers to Steady.I am going to let Gregory post an example of the Command rules he did for you.

Hopefully soon...Gregory

#5 Bob Benge

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Posted 14 September 2006 - 06:09 AM

So it seems by these examples that command is built into the platoon and done at the platoon level- modified by coherency- but no specific "command" stand. Is there also command at the company level?

Yes Our Drop-In Chapter 13, Titles Command addresses more in depth command at Platoon, Company and higher levels. It addresses Chain of Command, Activating COs, CO Actions, Out of Command Effects, Loss of COs, Independent Units, Command Grade, Targeting COs, Morale and COs, Loss of Battalion COs, and Optional Rules for COs. Since I don't have a ready made example for you, I am sure Gregory will be able to, as soon as he gets time, give you a good example. ;)

#6 Trotsky

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Posted 14 September 2006 - 01:33 PM

As an old ASL player when looking for a miniature rule system the one thing I really wanted to find is a command system as ASL does not model this. MP has been through a few revisions but the soon to be published revision contains a very usable command system that has no record keeping. Gregory has been revising the command (and morale rules) find below a simple diagram showing how basically the system works.Command units have a command radius in which subordinate units must be to stay in command. Out of command units suffer movement, morale and fire penalties. In addition units with a platoon need to remain within a certain distance of each other, usually around 2". Posted Image

#7 gregoryk

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Posted 14 September 2006 - 01:57 PM

Leave it to Trotsky to illuminate the issue magnificently.Thanks!Gregory

#8 Aaron Loomis

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Posted 14 September 2006 - 02:57 PM

Awesome illustration.We are pretty sold on this...the problem is waiting now!I am thinking I should wait for the new one- even though the old one stares at me at my LGS everytime I go in there!But better to learn the new one from scratch I think- esp. with it so close!

#9 Bob Benge

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Posted 15 September 2006 - 07:03 AM

Wow Trotsky! Thanks for digging that up for me! I really appreciate it! Great job too!.Keep checking back then, Assault Section. We are really trying to push this thing out the door along with the cascade of other projects that are close to being done righ behind it. :)




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