[Consim-l] After Action Report - PanzerBlitz Scenario 6
Brian McCue
brianmccue22312 at yahoo.com
Fri Nov 17 02:29:07 EST 2006
--- Mike NotSpecified <blockhead at bresnan.net> wrote:
> Panzer Grenadier might be tough for double-blind just because of the reaction
> fire. Or at least slow as the umpire would have to be moving quite a few
> units on your board everytime your opponent moved.
>
> In double-blind you see just one tank at a time. Or you make each unit move
> one hex, then another, then another so you can see that the flanking force is
> smaller before you have to start shooting.
As I said, the Igo-Yugo sequence of Panzerblitz makes it more suited to double-blind
play.
There's no opportunity fire (which I actually think is more realistic than not for
the East Front of that era, other than for the 88) and everything moves at once. My
rule was that the player did all his movement, and then the referee pushed back the
units that had done impossible things, like move through enemies in woods. This
resulted in some realistic traffic jams, and a lot of realistically cautious play,
even though I divided any scenario's number of mines and blocks by two, and
multiplying the number of turns by at least 1.5, if not 2.
The other main non-obvious rule was that you could shoot H-type fire at any hex you
could reach, but if you didn't have an LOS to units in the hex then the fire factor
was divided by four, since you were shooting at the whole hex.
Brian
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