[Rules] 4th edition - Printable Version +- PG-HQ Forums (https://www.pg-hq.com/comms) +-- Forum: Panzer Grenadier (https://www.pg-hq.com/comms/forumdisplay.php?fid=3) +--- Forum: Panzer Grenadier Rules (https://www.pg-hq.com/comms/forumdisplay.php?fid=9) +--- Thread: [Rules] 4th edition (/showthread.php?tid=1016) Pages:
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RE: 4th edition - Matt W - 12-25-2014 Interesting discussion about the assault rules. I have found that assaults which go into an unprepared hex (i.e. mostly good order) are substantially longer than in 3rd edition. In addition I have found the number of surprises on low columns (e.g. 3 and 5) with losses for the attacker to considerably shift assault combat towards the defender in comparison to 3rd edition. Certainly a probability analysis of the changes in the table supports that position but with something like 15-20 plays with 4th edition under my belt I feel confident that the theoretical matches the experience. In one recent play the attacker (attacking into a town) was on the thirteen column and the defender (a demoralized, reduced Soviet infantry) was on the three column (there was a leader). The results? The attacker lost a step and there was no effect on the defender. I do actually like the change (didn't think I would initially) as assault combat was probably too deterministic in 3rd edition. It could be frustrating but typically it would resolve quickly with sufficient firepower. Now, especially if the defender is blessed with high morale, it is a far riskier proposition. RE: 4th edition - tlangston28 - 12-25-2014 (12-24-2014, 10:11 AM)waynebaumber Wrote:(12-24-2014, 06:17 AM)tlangston28 Wrote:Yes please Tony(12-20-2014, 10:08 PM)waynebaumber Wrote: 3. The terrain chart is poor, hard to read. In trying to incorporate every possible terrain in the PG world on one chart AP have made in an unwieldy mess. Ask and you shall receive. [attachment=654] RE: 4th edition - tlangston28 - 12-25-2014 (12-24-2014, 10:20 AM)waynebaumber Wrote:(12-24-2014, 10:01 AM)richvalle Wrote: How about that, I'm playing a PBEM game and I LOVE the mire rules. Probably because tlangstons's tanks can't run all willy nilly thought the trees. Not only this, but I believe if you miss one attempt to get clear, you start over at 3 turns again. |