Camp Cromwell’s unofficial list of changes in v2
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Item
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Details as we think they are
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Friendly Fire (Barrage)
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Random direction 2D6”
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Template for HE
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Diams are: 1”, 2”, 3”,4” for 1D2/3, 1D6, 2D6, 3D6
Fire at houses still use the D
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AA fire
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Made effective
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Rally Test
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Don’t count -1 per pin in Command Test
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Staying Down
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-1D3 pins if staying down at end of turn
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MG’s +1 dice
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LMGs 4, MMGs 5 (incl. vehicles)
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LMG range
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Now 36”
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Vehicle MG
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Generally have co-driver to fire it
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Reece Evade
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Only if not already activated this turn
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Commander
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Activates other units within 6”.
1, 2, 3, 4 units for 2ndL, 1stL, Capt, Maj.
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Double 1 Command Dice
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Take off 1+D6 pins
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Dense Terrain
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Can see into it, but not thru it
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Assault Rifles
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Range 18”
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Assault special rule
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Re-roll hits for another hit (instead of 2x dice)
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Pins in Assaults
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Not removed after assault adjudicated
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Shaped Charge
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No -1 to hit
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Snipers
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No +1 to hit. Can’t snipe at less than 12”.
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Flamers
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Need 3+ to hit (no cover modifier)
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Scenarios
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More of them
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The scenario we played is Surrounded - the defender starts with half their army in the centre of the table. The attacker's first wave comes on turn 1, both sides reserves from turn 2. Units can be brought on from any edge, but not the same edge as the enemy's last reserve. To win you have destroy 2 more enemy units than you lose.
The Brits are the defenders. The Germans tried to rush their position from the near side with mounted Panzergrens in the first wave. But the Brits had got two units into ambush before the infantry dismounted & while the Germans wiped out the Brit MMG, they were then badly shot up themselves.
The freedom to bring on reserves on any edge subject only to not being the same edge as the enemy's last reserve is maybe a bit gamey, but it can lead to scary sideplots. The German mmg wiped out the 25 pdr on the LH ridge, but got wiped in turn by infantry from the half track. On the left the bug with PIAT crew took on the German HT's. The 251 had to retire, but the Stummel got lucky, killed the Piat crew leaving the Carrier isolated nearer enemy than friends & so it was also lost.
The Germans had pretty well given hope of victory on turn 2, but formed a defensive line in the woods and desperately tried to hang on for draw.
The British barrage came late but took out a unit when it did. Somehow, despite going to 7 turns, the Germans held on with 1 unit of 1 man, 1 of 2 and the 3 men & the 2 HTs surviving out of 9 units (small units of vets hiding the woods are hard to finish off). The Germans had lost 5 units but they had taken out 4 Brits so salvaged a draw.
It was very enjoyable game and we had no problems adjusting to the new rules. We can't be sure we've got all the new rules right, but we think that Warlords seem to have done a pretty good job of V2. Not all the new rules came into play, but those that did worked fine.