Right, so I don't forget, here are my current thoughts on modifying Operation Squad for 1/35 and general play:
Ranges: all ranges increase by 50%. Area effect of grenades and mortars increases by 5cm each.
Movement: 10cm becomes 15cm, 15cm becomes 20cm, 20cm becomes 30cm.
MGs and Assistants: Assistants must be within 3cm of the gunner, rather than in base contact.
Table size: 6' x 4' rather than 4' by 4' is preferred.
Motivation: This is scenario dependent. Squads can be classed as having LOW, NORMAL, or HIGH motivation. A squad with LOW motivation reduces its Break Point by 1, while a HIGH motivation squad increases it by 1. Note this does not affect the number of figures in the squad.
Shoulder-launched AT Weapons: E.g. Bazooka, Panzerfaust. They act as direct-fire weapons as follows:
SHORT: +2d6 NORMAL: +1d6 LONG: N/A EXTREME: N/A
Characteristics: Single Shot, Support Weapon, A(10)
Multi-Player Games: 4-8 players. I recommend that each player takes a Squad, with one player taking a Platoon Command Squad, or acting as the force commander. Each Squad should have an objective, which should in turn act towards the force objective(s). Platoon Commanders should issue orders before the game starts, and if they wish to alter these orders may only do so if either:
1) Their figure is within 20cm (28mm) or 30cm (1/35) of the squad leader he is giving new orders to, and with a clear LOS; the Platoon Commander must also be visible to the Squad Leader (i.e. in his 180 degree field of vision).
2) Send a runner from his squad to the other; the runner must use RUN actions where possible to get to the Squad Leader in question as quickly as possible. Once within 5 (or 10) cm of the Squad Leader, the orders may be relayed as a single Action on the runner's part.
What do you think? I reckon those mods will be easy to use and improve play, at least for me. Next post - pics. Promise!
In the bleak mid (well nearly) winter ... part one
11 hours ago