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Post by silentbob27 on May 17, 2010 12:10:49 GMT -5
So the campaign started quite well (I am working on an AAR now), but we have a couple questions that came up.
1) Partial Squads: Some squads have models that are either KIA or just OoA. I didnt see anything about fielding understrength squads. My initial ruling is to allow it, but the squads begin the game with the drive penalties for missing members. That correct?
2) Combining squads: One of our players got really hammered in his first 2 games, resulting in one Soviet conscript squad losing 3 members KIA and another losing 1 KIA. He asked if he could combine these squads to make 1 full strength squad. They both have 2 Exp so no stat increases.
I can see two sides to this. First, if they were differing Exp levels or had any stat increases, I would say no. HOWEVER Since they are so new, and completely similar, I am thinking of allowing it. This would give the player a fully manned, and experienced (as no replacements would be necessary), squad with no loss of RP (which he desperately needs right now) rather than two understrength squads. The slot with the lone member would be retired so he would lose that selection in his campaign detachment. Can I get a ruling please?
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Post by abbysdad on May 17, 2010 12:31:22 GMT -5
We will talk about this and get back to you soon.
However, I'd like to throw in my 0.02$ for a rule I learned a long time ago running D&D campaigns: the best rulings once the campaign is going are the ones that let the players have fun and keeps the game moving.
If, as you say, this guy is screwed without you allowing this substitution to create a new conscript squad from the pieces of 2 old ones, I would strongly consider allowing it in order to keep everyone in the campaign reasonably happy with what's going on and moving the campaign along. It's just no fun to wash out early on. And it doesn't sound like allowing this would grant the player an unfair advantage.
The rules of AE-WWII are intended to mimic the terrible conditions and harsh reality of war. But the goal of the game is still to have fun playing with toy soldiers.
I can't wait to read the after action report.
Cheers,
Chris
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Post by silentbob27 on May 17, 2010 14:14:37 GMT -5
the best rulings once the campaign is going are the ones that let the players have fun and keeps the game moving. That is why I was leaning that way. Gamemaster Rob is hard, but fair.
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Post by abbysdad on May 17, 2010 14:40:16 GMT -5
That is why I was leaning that way. Gamemaster Rob is hard, but fair. Yeah, that's the best way to be. Plus, it makes the look on the players' faces that much funnier when you ruthlessly crush them near the end of a campaign. Buwahahahahah ;D
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Post by grumpysmurf on May 18, 2010 10:21:01 GMT -5
Glad I am on the same side as Game Master Rob
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Post by evernevermore(john) on May 18, 2010 18:48:18 GMT -5
Simple way to handle the differing troop experience levels is a trick from wargames and Battletech - as long as the units are of the same type (ie Conscript and Conscript rather than Guard and Conscript) they are conglomerated at the experience level of which ever unit had more original troops left, to represent that the majority of troops helping or hindering the minority.
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