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TheGrungiOne

 Soviet Commander

MySingleNationClub

Joined: 07 Jul 2010
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Post subject: Game Types  Reply with quote   (Liked by:0)  Like this post
I've come up with a few game types that I think would allow for a fun and interesting match up and makes people try new ideas.


Skirmish 100-200pts
No tank destroyers
No tanks that have superior armor or hulking mass
No Artillery
No Vehicle over 20 pts
No planes
No Paratroopers
Starting zone is the first 4-5 hexes ( it is left up to your opponent and yourself to decide)
No fortifications but obstacles are allowed.
No objective it is a simulation of two scouting parties meeting and attempting a quick victory before reinforcements can come.
Lasts 7 turns.

Destruction150-300pts
No tank over 45pts
No fortifications
60pts start on the field-Deployment rule
roll d6 to see how many units may come in each turn.
Planes are not effected by the deployment rule.
Each player has control of an objective.
lasts 15 rounds
If both players have control of thier objectives then it comes down to kill points (who ever killed the most points blah blah blah)

Swarm! 50-200 pts
Infantry and trucks only
Trucks (transports) taken may not have attack values.
only four-five partisans/paratroopers allowed.
Since there is such a concentrated amount of soldiers up to two heros may be used.
Single objective placed in the center and agreed on by both parties.
Who ever maintians control at the end wins the game.
if it is contested refer to kill points.

Assault 50-200pts
Infantry only, no artillery infantry
Agree on defender and attacker
Defender begins in the center of the map
Attacker gets the edges of the map
the ceter four hexes count as heavily fortified 3+ cover however those inside this fortification cannot attack and do not give their bonuses to units outside the fortifications.
lasts untill one side is destroyed or someone surrenders.


These are just some ideas I came up with and thought youd enjoy for club fights.
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Last edited by TheGrungiOne on Wed Dec 22, 2010 5:03 pm; edited 1 time in total
PostWed Dec 15, 2010 4:44 pm
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Angel of Death

 

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Good idea. Maybe add slightly more refining towards the win/lose factoring and scoring mechanism. Definately something to sticky.


Maybe add:

Clash of Tanks: 250-350 points

* Maximum 50-70 (20%) points of non-vehicles (these 50-70 points includes aircraft)
* No heroes, partisans, paratroopers or gliders allowed
* All troops (even with special deployment rules) deploy 2 hexes into their (broad) side of the map.
* 4 'maps', with low number of terrain features.
* 1 Objective: dead center of the map (is always in a clear hex).
* After turn 5: first with a model to start the turn on the objective uncontested wins
* Total destruction of enemy forces also constitutes a win
* Maximum turns: 9
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PostThu Dec 16, 2010 7:26 pm
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TheGrungiOne

 Soviet Commander

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oh don't worry more will be on it's way along with some refineing (going to play test them) but I felt it was important to get some game types out there that allow nations with less units to play on a somewhat fair field.
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PostFri Dec 17, 2010 4:05 am
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TheGrungiOne

 Soviet Commander

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After play testing the game both myself and the other player (Sgt.Spiesmann) agreed that paratroopers should not be used as a 'Scouting' unit since both armies are attempting a quick win instead of reporting back for reinforcements.


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PostWed Dec 22, 2010 5:07 pm
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