Activation by Platoons:
Deck of cards. Each card corresponds to a platoon. Shuffled randomly.
- Draw a card. Activate that platoon. Move and fire that platoon.
- Draw second card. Same again. But this time roll two D6 and if sum of dice equals or is less than number of platoons activated so far, turn ends afor movement and firing purposes.
- Proceeed to assault phase.
- After assault phase is ended, then playes alternate moving (no movement at the double allowed though) unactivated platoons until all are moved.
- Proceed to next turn
Other house rules:
- Ambush teams are deployed during enemy platoon activation/movement before enemy platoon firingand may fire immediately and do not count for activation purposes.
- Six objectives are assigned to actual terrain pieces or tabletop features (crossroads etc) rather than set out anywhere and count for assigned VP values of 1, 2 and 3VP (3 per player) with higher VP objectives being in the middle of the board and getting lesser value towards the edges. Each player assigns three such.
- Instead of the standard Non-Turreted arc of fire for SPGs, use the new rangefinder template angle to detremine the arc of fire, it works out at about a 30 degree arc from straight ahead to either side so a total of 60 degrees. Firing at any target that lies outside that arc requires movement and thus Rate of Fire is reduced.
These house rules are designed to be used in scenarios that don't feature points per se but use scenario designs from say Charles Grant's Table top teaser series or Scenario for Wargamer books that C S Grant wrote.
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