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Messages - Badgers

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The Regiment / Re: The Regiment: Colonial Marines
« on: February 11, 2013, 02:18:29 PM »
Hi, liking the changes so far, looking forward to trying them out. As a squad is 13 men though, shouldn't each playbook sheet's Squad // Bonds section show 13 spaces instead of 9?

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The Regiment / Re: Questions and feedback on a 2.0 game run at IndieCon
« on: November 27, 2012, 04:32:05 AM »
Great, good answers, thanks!

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The Regiment / Questions and feedback on a 2.0 game run at IndieCon
« on: November 26, 2012, 10:25:17 AM »
Hi,

Here are a few questions and comments raised during a game of TR 2.0 I ran at IndieCon 2012 in the UK recently, based on Kelly's Heroes.

Does it cost the Sniper 1 gear to fire? This seems harsh considering the very few rounds involved. Perhaps precision rifles should get some ‘single shot’ tag that means it doesn’t cost any gear to fire.

Should a sniper shot cause suppression/pinning? Perhaps not in WW2 but perhaps in a modern setting where large calibre weapons can be used (with AP rounds).

I couldn’t understand the explanation of the harm sustained by the crew of an armoured vehicle that’s been penetrated.

Does a 10+ still do +3 penetration on an Anti Vehicle roll? The enemy will never get this, which probably works ok when the enemy has better tanks (eg WW2) but might not work so well in a modern setting where the enemy vehicles are probably inferior.

Can the enemy use autofire, spray etc? as per their weapon tags? I would say yes and not record any gear usage, but the rules intent might be different.

Does the Impose Your Will move only apply to PCs? If applied to NPCs, does it only need to be used where there’s a question of chain of command or where the order given is fairly suicidal? Could it be used to interrogate prisoners?

Is Attack no longer a move or an integral part of other moves? It doesn’t mention 10+ and 7-9 results. Does every attack result in like-for-like damage?

The volume of fire table doesn’t label the I, D, C rows, which confused some players.

I like that the ‘I’ row has more shock results than wounds, but perhaps then Direct should have one less shock and a ‘miss’ result on a 1.

The players didn’t do much roleplaying out of the battle area, but that might have been down to my rattling through several battles to finish in time (the scenario was based on Kelly’s Heroes, so the battles were the minefield/patrol ambush, the river crossing, and the town).

A fully worked out example of a small scale battle would be great to see how things are meant to work – perhaps two teams assaulting an MG position.

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