madman wrote:
Cool stuff. Is this based for Mein Panzer?
Yep. All my WW2 stuff is based for Mein Panzer. That is to say the infantry is squad-based.
I use 4 figures to indicate a full-sized regular squad (whatever that means for the force in question), 3 figures to indicate a special-purpose squad-sized group (may be a squad of combat engineers, or a big gun crew, or an HQ of more than about 7 men, whatever), and 2 figures to indicate a half-squad sized team (a support weapon crew, an AOP or MOP or commo team, a small HQ team, etc.).
I am leaning towards not basing vehicles unless small like jeeps or otherwise delicate like artillery. Thoughts?
I don't base my vehicles unless I need to because they are too small, or because there are bits I need to keep together.
So my motorcycles are based. And my wagons are based with the horses. But my tanks and trucks are not.
For artillery I create 3 figure gun crews. I keep the guns themselves loose. In this way I can adjudicate fire against the guns separately from the crews (which is called for by the MP rules), and I can have a fair variety of guns for a given army without duplicating the gun crews.
BurtWolf wrote:I think I would not do it, like you pointed out, unless I needed it to show something game related on a particular stand.
I actually have two reasons. Or maybe 3. But two are compelling (to me) and the third is just kinda maybe like a preference...
Reason 1: As I said, in the Mein Panzer rules (my preferred rule set) the infantry stand usually represents a squad of 8 - 12 men. But other stands (support weapons, command stands, etc.) can be half-squad sized. When adjudicating shots against a full sized squad, it takes two "kill" results to eliminate the squad. The first only de-rates the squad to a half-squad size. So I need a way to track squads that have taken casualties.
Reason 2: Not rule-specific, but when I build an infantry force I almost always build a team or two of medics. And my vehicles will include at least one ambulance for each country where that army was known to have dedicated vehicles for their medical services (I just use regular trucks for those armies that didn't have dedicated ambulances).
I often set up my scenarios with more tactical challenges than just move-and-shoot. Combat leaders are frequently challenged to mange multiple priorities at once. To make players think like commanders I often set up several ways to get or lose victory points. Each player will know how they get victory points, but may not know how other players (on the other side, but sometimes even on their same side) get victory points. So you have to watch what's going on, so that you can not only pursue your own victor points but also block your opponents from doing whatever it is they seem to be trying to do (to get their victory points).
Taking objectives, causing losses, and avoiding casualties are common ways to affect your victory points in my games. If your side loses victory points for the casualties you take, it affects how you play. I like that. But if you lose victory points for taking casualties, I often offer you medics and/or ambulances so you can rescue some of the casualties. So maybe you lose 1 point for each half-squad you lose, but you gain back 1 point for every lost squad marker (casualty marker on the table) your medics reach and bring back to your aid station.
Some armies invested a lot of effort into providing aid to wounded soldiers, some armies didn't. Its a real thing that can distract commanders on the battlefield.
Reason 3: I don't just turn tanks over when they are destroyed -- I have flame+smoke markers. So I also find it perhaps too clinical to have infantry just ... disappear ... when they are hit. If your infantry charges across open ground and gets gunned down, the ground should not look empty afterwards. I don't revel in gore or bloodiness. But it just feels empty and meaningless if there isn't at least some markers to remind you that you had a bunch of infantry, and now you don't, and it happened right there.
Your mileage may vary.
-Mark