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Saturday, June 13, 2020

Playtesting BA Solo Rules - AAR

First I'll repeat the lessons I learned in the course of Play, then those developed from having played.
Lesson 1: The composition of the Unit deck should match the available units. Update as units are eliminated. 
Lesson 2: Include Specialty team cards, or consider them All Infantry. The latter provides more flexibility and will be my preferred position going forward; e.g., sniper team, flamethrower, etc. that don't have their own Unit Card.
Lesson 3: Don't do something plainly foolish/self-harming. Modify to something less than suicidal, even if it means Running 0 inches.
Lesson 4: Modify Advance to include Ambush as an option, only  if you have no target or LOS or in range target.
Lesson 5: Remove Unit cards as you lose units.
Lesson 6: To avoid having a unit move into an exposed position, it may Advance 0" and become the equivalent of Fire, at -1.

Post Mortem: I would change the basic Unit Card types to:
Infantry (Including non-Arty, non-AT teams)
Artillery (towed, wheeled, and tracked)
Anti-Tank (towed, wheeled, and tracked)
Tank ( Tracks, turret, and armor, fully enclosed)
Transport (softskinned vehicles not covered by any of the above, armed or unarmed)
Machine Gun (non-specifc - LMG/MMG/HMG)
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I would add a pre-game decision to guide the choices still available to your "AI" decision making, namely a comander style and priorities matrix. A simple 2 by 2 where you may be Aggressive or Reactive in one dimension,  and is it preferable to take casualties or preserve the units. This can be decided once the objectives are known, but before play starts, and could constrain some choices base on the quadrant your style and priorities dictate. Here's a first pass:

Now I'll need to revise my collaterals and run another test! \
Perhaps a PTO contest against IJA / SNLF.....

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