Keeping the game fast-moving, fair and "fun" are still top priorities so I'll change the rules to reflect the following:
|Hits recorded in close assault / firefights|
Every other stand (rounding up) has an integral support weapon die roll that they can fire during regular shooting in the operations phase (so a company of 3 stands would have 2 support weapon dice, a company of 7 stands would have 4 support weapon dice). This keeps the game moving so advancing infantry aren't completely wiped out World War I style. In COMBAT TEAM! Light Machine Guns are integral parts of squads and are only close combat/firefight weapons. Medium/Heavy machine guns are platoon and company assets and as such receive their own die roll for shooting. Assigning 1 support weapon dice per platoon (every other stand) gives the game much better balance.
In a large departure from EPIC: Armageddon, Infantry in Close Assaults (engage order in E:A) WILL receive their saving throws. 2 Infantry Companies in Epic could see as many as 30 stands involved in close combat. COMBAT TEAM! may have as little as 6 or 8 counting both sides. (the scale is also a little larger in COMBAT TEAM!). This way the game stays balanced. One potential problem on the horizon I am eyeing is how to best integrate morale into Close Assaults and I'm tinkering with some ideas for playtesting next. (using the Tactical Initiative Value and working it into the final die roll to determine who won the Close Assault for one thing).
|German troops lose the close assault and also their morale check!|
Also SOUND OFFICERS CALL is happy to report a distinguished visitor toured our ranks yesterday after a "hard day" of playtesting, organizing and painting!
|Lady Christina checking on the progress of her Army.|