These are some unofficial house rules I came up with for use with "Men Of Comany B" rules by Peter Pig.
4.1 Air and
Arillery Strikes
"The player
will need Six 3" by 3" cards for an artillery strike. The US player will also
need six 3" by 6" cards for his airstrike." One of the VC cards is to add 2
cards to the air or artillery strike.
7.2 VC
Points
Bunker or
Trench system (provides cover for 2 groups) 10 Points
Bunkers and
Trenches. These are placed on the table once a zone is activated as if they were
VC. They remain on the table until they are destroyed. They do not disappear if
a zone is deactivated. Each Bunker of trench accommodates 2 foot groups,
including Heavy weapons. The occupants gain an additional modifier to their
shooting and receive an additional modifier to fire directed against
them.
A bunker is
destroyed on a 3 pin result. If a US tunnel rat squad is adjacent to the bunker
and is not killed or pinned this is reduced to a 2 pin result.
Local VC
porters must be set up in the zone. They do not move in the turn they appear.
They move using the normal VC movement procedure. If they are contacted by a US
ground element they may not move and may be interrogated where upon they are
removed from play and added to the US victory points total.
10.1 Type
of Stores
6= High
value stores (radio or documents) found, counter removed.
"If the
appropriate value stores are not present in that zone then on of lower value can
be substituted by the VC player from whatever stores he does have in the
zone."
If a zone
is deactivated, all stores which are not in contact with a US group disappear.
(The current rule section only covers what happens in an activated
zone)
12.3
VC/Mike Movement
"A score of
1 means that it cannot move that turn. A score of 2, 3, 4, 5 or 6 means that the
VC/Mike group can ignore any movement restrictions usually caused by the
template." (This is just to tidy up movement rules and use the same pass/fail
criteria that the US player uses)
12.4
Getting in and out of Vehicle and Helicopters
13.1
Ranges
SA range
increased to 10"
Flamethrower range decreased to 4"
Snipers
have the same range as HMG
Gunships
have the same range as tanks.
13.2
Modifiers
+1 Firing
from Bunker/Trench
+1 AA Gun
firing at foot or vehicle group
*+2 Firer
is tank (Not Sheridan Beehive or M42 Duster)
+2 Quad
50
+2 AA Gun
firing at Helicopter
+3 Firer is
Beehive round/M42 Duster or Vulcan
*-1 Poor
visibility (Night Time) Unless equipped with NOD
-1 Target
is vehicle
-1 Firing
into Bunker/Trench
-2 Target
is Light Armour (PT-76, M41, ONTOS, M113, ACAV, AMTRAC, Ac,Armd Truck, Sheridan
or M42)
-3 Target
is Medium Armour M48 or T55
13.3
Results of firing
Personnel
Vehicles/Helicopters
+5 = Target
Pinned
+6 = Target
Dead +6 = Target Pinned
+7 = Target
Immobilized
+8 = Target
Destroyed
A group
which is immobilized is also pinned. It may not move for the remainder of the
game.
If the
target is a helicopter it is to be moved immediately in a direction nominated by
the VC, the US player rolls the movement dice dependant on its declared movement
for this turn and the requisiste number of LIVE bases are placed on the table.
The helicopter is then removed from play.
13.4 Groups
in destroyed vehicles
"A score of
4 or 5 means that the group is OK, 6 means that the group is pinned. Units which
are pinned in this manner do not suffer panic from casualties to elements
travelling in the same vehicle.
14 Air
strikes, Artillery strikes and Gunships
If using
air cavalry, support gunships may not be requested until a zone has been
activated.
14.1
Artillery Strikes
"The US
player will need three 3" x 3" pieces of card for a normal artillery strike.
This may be increased to six if the requisite random event card is played by the
VC player"
14.2 Air
Strikes
"The US
player will need four 3" by 6" cards for a normal air strike. This may be
increased to seven if the requisite random event card is played by the VC
player"
As with all gamers, projects come and go. Models you were thinking of moving on get a new lease of life due to a comment in the Hobby or a movie on TV. This will hopefully be my record of my best endeavours not to start anything new until I have at least completed 75% of what I already have....as if that is ever going to happen ;)
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