Brigade Commander wrote:Are they 1:1?
Negative. They are 1=platoon. More on the grand Tactical level. The author states that it may be played with 1 player commanding a division, but I find that really time consuming. I prefer to play it as being no higher than 1 Brigade per player.
I do highly recommend the game . . .the following are the modifications we use for MSH;
5.2M Pivoting
Units may be pivoted 360 ̊before and up to the first 3†of a move. If more move is made after 3†then only a 90 ̊pivot may be made during and at the end of movement.
5.7.2M Combat Teams
Our thoughts on Infantry Fighting Vehicles (IFVs) and “Armed “Armored Personnel Carriers (APCs) is that they are intended to operate and support their platoon. With this idea we use 2 pieces to represent the “Combat Teamâ€. One unit should be the dismounted Infantry and the other a loose vehicle.
The vehicle should be placed within the stand or base of infantry when this unit is considered mounted. If the infantry is dismounted the vehicle should be placed touching along side, touching, the “front†or “rear “of the infantry base. Where the vehicle is placed will determine the spotting and firing status of the combat team components. If the vehicle is to the “front†sector of the team then the team will be considered as a vehicle for spotting purposes. It may also use the vehicle weapons when in this posture. If this posture is in the “open†the infantry will be considered as “in cover†and receive a -1 modifier when fired on by AI type fire. This posture is considered as vehicle in open for spotting.
The team is considered Infantry in cover if the team is in cover and the vehicle is attached to the “rearâ€. The vehicles when in this posture may only fire if the team is being close assaulted.
Depending on the type of vehicle will determine if the mounted infantry may fire while mounted. For instance; the early M2 Bradley vehicles are able to have their mounted infantry fire out while mounted. With the addition of added armor to the later versions this is not possible anymore (the firing ports are covered over). Please determine if any mounted fire may be done by the types you have before the game. Teams that may do so may only fire their AI factors (NO ATGW!). Any fire while mounted up will be considered as suppressive fire only (2 dice 11, 12). This is of course in addition to the vehicle fire too.
A platoon may entirely dismount and send the vehicles away if it decides that the vehicle is a liability. When doing this the vehicles are removed from the table entirely with no opportunity of using them for the current scenario.
Vehicles of Combat teams have no value in close combat other than adding fire before CC begins. If a platoon loses its infantry base then the organic vehicle is also removed.
Changing status i.e. mounting and dismounting are considered ½ a movement.
25 July 2010- when the team is dismounted each element must use a pre-determined DATA for combat, fire, and DEF.
6.3M Line of Sight “LOSâ€- Spotting from hills over intervening obstacles
Intervening terrain plays a big part when choosing positions on hills. Depending on the hill height usually determines this. Level 1 hills are lower height as tree tops and 2 story structures; no spotting over these. Level 2 hills are the same height as tree tops and 2 story structures. Measure from the spotting platoon to the farthest piece of cover that is in the LOS of the platoon to be spotted, this is the distance to be considered the “dead zoneâ€, from the measured point outwards. Platoons that are beyond this “dead zone†are spotted if within spotting distance. Level 3 hills will cut this “dead zone†in half. Level 4 and higher will always determine a 3†dead zone only. Of course larger intervening objects as hills and larger buildings in built up areas may play different status. Please determine this on a scenario by scenario basis before play. Our hill levels are ½†equals 1 level. You may adjust for your levels.
6.3.1M Hills & Depressions
All stationary platoons on Hill slopes are spotted as the terrain that is on that specified slope. I.e. if a platoon is on a forward slope and the slope has nothing on it, then it is considered as “open†for spotting purposes. This is regardless if stationary or moving.
6.4M Hull-Down Positions
A Hull-Down (HD) position is protective cover. Some platoons have the ability to also fire from these positions. If the vehicle data states a -1 for this then fire may be used from an HD position. If a vehicle does not have the -1 then only observation (NO FIRE) may be done, but may receive the HD -1 bonus if fired upon. Any platoons that are in HD receive cover as per spotting rules.
HD positions may be represented in different manners, not just the highest point of a hilltop. Pieces of felt or even lengths of string laid out may suffice as HD positions. To claim HD place the platoon with at least 1/3 of the platoon front over the HD representation. Plateau type hills should have their HD positions as the part that is distinctly where the hill tops out and goes no higher. If HD is to be claimed on this, park 1/3 of the platoons’ front over this line. A platoon on a plateau type hill may not spot anything below if not past the determined Crestline.
Platoons that are in HD position and break off still receive a -1 HD bonus if fired upon. Of course if breaking off the side/rear aspect of Def will be the determining facing. If a platoon is not breaking off and merely backing away then frontal aspect Def will be the determined facing.
If a platoon moves into an HD position and has been in cover the entire move, then an HD bonus will be used on the turn it got there. No bonus is given even if a fraction of an inch was in the open while moving there.
11.3.5M Mission E: Reconnaissance
Helicopters under Mission E carry minimum to no weapons, and more fuel. If weapons are carried they are AI only and only get one attack per mission, not turn. The primary mission is to find and report enemy movements; scout avenues of approach to include river crossings, bottlenecks, etc. These missions may last 5 turn’s endurance. They may also fly up to 36†out from their assigned waypoint. This mission may also include an FO or AGC.
Helicopters under mission E may fire at any AI eligible target, but are not required to fire.
11.4.1M Helicopter Altitude (added 20 Jun 2008)
Helicopters must be at 1 of 5 different altitudes. These altitudes are as follows;
NAP or nap of the earth, this treats the helicopter altitude as a ground unit with all ground unit limitations.
Level 1 is considered the same as being at a level 1 hill with all LOS restrictions and additions of adding 3†for spotting to target and being spotted by ground units.
Level 2 same as above but with 6†added for spotting and being spotted. Level 3 with12†added, and level 4 being the highest possible for game purposes with 30†spotting and being spotted maximum.
0.0 Aircraft attacks and anti-aircraft rules will be used RAW=Rules As Written
MSH Rule 12.1.1- Combined Arms Assault- This rule pertains to “Combat Teams†with IFVs as being able to close assault armored vehicles in the open that are unsuppressed. This rule has been deleted by our group as “unrealisticâ€. This deletion makes all infantry ineligible to close assault armored vehicles in the open that are unsuppressed.
HOME Rule-Pregame Recon-This procedure represents pre battle reconnaissance done by small patrols any where from several hours to several days before an attack. The defending player needs to place ALL unit positions on the map. The attacking player now rolls a D6. Using the die roll result determines how many places the attacker gets to recon before staging attacks. For each number that is rolled a 3â€X3†template is laid on the battlefield. The defender must place any forces that are there. The attacker may now place his unit’s spearheads on his map.