12-26-2020, 05:07 AM,
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JayTownsend
Colonel
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Posts: 1,862
Threads: 193
Joined: May 2012
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Optional Rules
About once a year I reread over the rules again just to see what little things I might be missing or forgot. Many of the optional rules I am glade they are not standard rules, a few like: Overrun, Smoke and Illumination, Tank Riders, Strategic Movement, Ruins and Efficient Move & Fire I wouldn't those mind being standard, as I really like them, the rest I could do without.
But I guess that is just my opinion and gamers can pick which optional rules to use or not.
Vote for which ones you like the best?
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12-26-2020, 05:15 AM,
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JayTownsend
Colonel
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Posts: 1,862
Threads: 193
Joined: May 2012
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RE: Optional Rules
(12-26-2020, 05:07 AM)JayTownsend Wrote: About once a year I reread over the rules again just to see what little things I might be missing or forgot. Many of the optional rules I am glade they are not standard rules, a few like: Overrun, Smoke and Illumination, Tank Riders, Strategic Movement, Ruins and Efficient Move & Fire I wouldn't those mind being standard, as I really like them, the rest I could do without.
But I guess that is just my opinion and gamers can pick which optional rules to use or not.
Vote for which ones you like the best? Remember, playing solitary many of these optional rules would suck!
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12-26-2020, 07:14 AM,
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Schoenwulf
Second Lieutenant
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Posts: 380
Threads: 31
Joined: Oct 2015
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RE: Optional Rules
I don't like or use the logistics & supply rule. Most of the scenarios are less than a day, and one would think that most armies are well supplied enough to handle that amount of time. I tried it a few times, and maybe it's my bad die rolls, but it always seemed to kick in for both sides well before anyone would be running out of materiel, so I bagged it.
Hagen and daedalus like this post
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12-27-2020, 07:40 PM,
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RE: Optional Rules
FOW is a must for me.
Smoke gives you some tactical decisions to make though not sure some of the less developed nations should have the same capability as the US/Brit/German.
Agree with Peter that Rubble/Ruins make sense.
Tank riders ok, though I use the dates guidelines from ASL chapter H if solitaire
The mire rules are awful IMHO.
A lot of the rest seem to favour AFV's and I don't use them, perhaps would do so for scenario balance considerations
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09-03-2021, 01:46 AM,
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Blackcloud6
Sergeant Major
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Posts: 628
Threads: 146
Joined: May 2012
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RE: Optional Rules
(pumping some life into this thread)
I am thinking about smoke today. I always play with the smoke optional rule when I paly solo. However, I've just set up the first scenario from C&CV2; it is the Italians vs. brits in the desert in Sept 1940. The Afrika Korps game was , what, a first edition game? So smoke was not even played then, right? So, for scenario design and balance 9and "balance" was not an important thing back in the early days of PG), adding smoke might give the Italians, who are attacking in this scenario, an edge, maybe a significant one. But that is OK, I'm playing solo.
That said. Did the Italians have smoke for their guns in the desert in 1940? Maybe, and I would likely say yes they did because it was not a new technology nor hard to make. maybe supply issues would matter in the desert but then this scenario is at the start of the campaign. But it does beg the question of how does one find out about smoke use of the various forces in WWII. back some years ago, I looked into that question for an ASL discussion of smoke. I thought smoke was too plentiful in ASL and often used. One does not find a lot of mention of smoke use in tactical descriptions. But I came to realize that smoke may have been a common thing in tactical use during WWII that it just simply was not always mentioned in writes ups... it was just used.
maybe, the Smoke optional rule has it right by seeking middle ground with the limiting of each gun/artillery with one available smoke use per ten turns.
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