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 on: December 09, 2017, 10:04:39 PM 
Started by Crusaderminis - Last post by Sibootnek
Looks useful, thanks very much.


 on: November 21, 2017, 10:21:13 AM 
Started by Sibootnek - Last post by Sibootnek
Great, thanks that's what I've been doing.

 on: November 19, 2017, 01:54:18 PM 
Started by Sibootnek - Last post by Sibootnek

We may be at slightly crossed purposes. I'm looking to find out how a vehicles own HE fire dice are affected if it fires after it has moved. I agree that HE fire at a moving target is unaffected, make sense to me. I'm just unsure whether to just apply the  -1 for movement to an AFV in the moving fire phase.



 on: November 18, 2017, 07:09:11 PM 
Started by CATenWolde - Last post by CATenWolde
Hi Mark,

Thanks, I'll pass along those links.

After the game, I remembered that I was also experimenting with a "smoke" modifier when we were playing a few years back. Pretty simple - mark a firing unit with smoke (for aesthetic effect as well), and it receives a -1 for firing until it spends a turn not firing to clear the smoke (not including canister defensive fire).

Even though I was playing other periods, I've always recommended MA to people. It's an unsung gem in my opinion. Since I know that I have MA that can handle battalion level maneuvers with a corps per player, my equation for other Napoleonic rules is now: 1) if it is more detailed, does the level of interesting and relevant detail make it worth slowing down play and scaling down to larger actions? Or, 2) if it is less detailed, which usually means playing with brigades instead of battalions, does the speed of play make it worthwhile?



 on: November 17, 2017, 07:43:30 AM 
Started by Sibootnek - Last post by Crusaderminis
From memory I think I'd decided that HE dice didn't get affected by movement.  The reasoning being its harder to hit a moving target with 'one shot' weapons but when you do the targets are not fully utilizing the cover so there will be more chance of a significant effect.

I will have a search through and see what I can find though.  I guess this is what happens when you write something years ago and don't play regularly!

 on: November 17, 2017, 07:37:48 AM 
Started by CATenWolde - Last post by Crusaderminis
I don't sell the rules directly, there should still be printed copies available.  If he gets in touch with Northstar in the UK they should be able to give him a list of suppliers in a particular country that stocks them.

Alternatively Lulu do Print on Demand copies (B&W only though because of the cost)

As for the auto hit, the simplest alternative is to say that a 6 will always miss.  I've used this in Balance of Power which uses a lot of the same ideas but simplified.  It saves a second die roll but slightly penalizes the higher CV troops over the lower.  Your 50/50 option is just as sound and obviously closer to the original idea if you dont mind the extra rolls.

Nice to hear you thought the rules were worth coming back to  Smiley

 on: November 16, 2017, 08:25:32 PM 
Started by CATenWolde - Last post by CATenWolde

After a few years preoccupied by other projects (ACW and Late Roman / Arthurians), I recently introduced a new gaming friend to March Attack, and we've decided to dive in with a new 6mm project for next year. I've always thought that these were excellent rules, and it will be good to be playing again.

A couple of questions!

1. My friend was looking for an option to buy a print version of the rules - are they sold out?

2. The only issue that came up for my friend is an old one with MA - discomfort with the idea of the "automatic hit" for every 6 CV. Has there been an accepted way to get around this? My thought was just to roll a die for every 6CV anyway, and on a 6 roll a second die, with a 1-3 indicating a hit and a 4-6 indicating a miss. Thoughts?



 on: November 16, 2017, 08:04:08 PM 
Started by Sibootnek - Last post by Sibootnek

Thanks very much, how I missed the hat, I don't know.

As for the HE & AFVs question, its not in the main rules that I can see and I've found everything but in the AFV supplement.

Thanks for the help, another great set of rules.



 on: November 16, 2017, 05:53:38 PM 
Started by Sibootnek - Last post by Crusaderminis
There a couple of rules that apply to vehicle crews and morale.

Page 17 'Immobilised Vehicles', if a crew is forced to carry out compulsory movement because of a morale test it must do so, this means that they would have to bail out.

The remaining crew of an immobilised AFV that pass morale tests can stay in the vehicle as long as they keep on passing those tests.  if the AFV is kncoked out the remaining crew bail.

I'll have to look for HE rules, its been a while since I've used any vehicles in games!


 on: November 16, 2017, 04:47:10 PM 
Started by Sibootnek - Last post by Crusaderminis
It does look like a typo or copy/paste error, if I can find my original files I'll check it out but go with 'mistake' at the moment.

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