Hey folks,
I´m a few days late with the Dev Diary as I
was busy and not very motivated to write another entry last week - including the
weekend.
So today we´re covering list building with
some more in-depth details.
Let´s take a look at some entries from the
Taliban list to get a better idea how the system works.
First of all, every faction has some degree
of flavor built into it, encouraging you to use them according to their doctrine
or preferred way of fighting. Modern US Forces will get cheaper fire support,
Russians will probably get cheaper mechanized forces and artillery and so on –
always depending on the theatre of course.
The Taliban list takes a special position
here as a list that doesn´t get much of a bonus, but has a huge amount of
choices and flexibility. Taliban units are not cheap (in fact, some units might
even be more expensive than comparable units from other lists), but they have a
large arsenal that can be combined into a multitude of force compositions,
enabling clever players to use synergies and adapt their list to meet the
challenge ahead.
Before we delve deeper into the example:
The list is still work in progress and being tested, not the final
product.
The basic building block of the Taliban list
is the Cell, currently available in three sizes: Small cell (3), medium cell
(5) and large cell (7).
Each cell has options to choose from, like
adding leaders, support weapons and other shenanigans. Next to the options
there are restrictions and limits.
Small Cell
Options
+ RPK (Magazine LMG) (10pt)
+ PKM (MMG) (20pt) (not available with RPG-7)+ RPG-7 (40pt) (not available with PKM)
+ Ammo for RPG-7 (20pt)
+ Weapon Team (10pt)
+ Upgrade to Hardcore Fighters (10pt)
+ Upgrade to Foreign Fighters (21pt)
+ Leader (additional figure) (35pt) (1 per 150pt*)
+ Ambush Card (10pt) (max. 2 per Cell)
By choosing and customizing our cells we can
now create a variety of different infantry groups, ranging from standard
infantry groups over MG-teams to RPG-cells and so on.
Being a tactically advanced and versatile
irregular force, the Taliban also have options to upgrade their troops to a
higher standard by making them Hardcore Fighters or even Foreign Fighters
(Cechens, Syrians, Arabs, Pakistanis, etc.) – this doesn´t come cheap but will
boost the effectiveness of your core force. Combine this with a cheap screen of
irregulars to suck up the enemy firepower and you can devastate modern western
forces.
Taliban also have the capability to add
area denial options in the form of IEDs to their list. IEDs can have a huge
impact on battles as we experienced in several test games – Western Forces think
twice before heading into a minefield. You can (and should) combine your regular
IEDs with some dummies to increase the uncertainty, it´s a cheap option that
always pays off. And there are Suiciders carrying IEDs as
well…
The Afghan Insurgents also have access to
some limited Fire support either in direct fire mode (like DShK HMGs, RPGs and
SPGs) or indirectly via mortars and improvised, unguided rockets, which can be
combined with disguised locals to correct shots.
Speaking of locals: The Taliban list also
sports Rules of Engagements that apply to their opponents. These can be a real
pain in the ass, if your opponents troops have to confirm the hostility of their
opponents first, while you can shoot as you like. There are different sets of
RoE, from PID checks to Fire support restrictions of different intensity.
Furthermore, there are reinforcements. You
can choose from several lists and customize the kind and intensity of
reinforcements, from a trickle of Hardcore Foreign fighters to waves of locals.
As outlined in the DD on this topic, there are some trade-offs here.
Being Insurgents, the Taliban are also
masters of the ambush – so they do have access to Ambush cards, both when
setting up their list and during the game (getting new cards).
And there is another advantage of their
guerilla nature: The enemy does have some restrictions on the objectives you
will be confronted with. Some objectives are simply not available against
guerillas.
The only things Taliban do not have are
heavy fire support (large artillery and airstrikes) and heavy vehicles (not even
armed technicals, as the use of those is suicidal with all the air assets flying
around).
All in all, the Taliban have multitude of
options that are not available to other combatants per se – this is their
inherent bonus: flexibility and the ability to adapt.
You can create any kind of scenario. Small
number local insurgents in urban environments imposing heavy Rules of Engagement
on their opponent, Human Wave Tactics with lots of reinforcements (beware your
command dice though!), Hardcore Foreign Fighters fighting in a remote area using
all sorts of ugly tricks, IED-ridden environments becoming the showground of an
ambush, and so on…
I hope this adds some more insights into the list building, please leave your questions in the comment section if there are any.
Cheers
BG
Allowing for an army list à la Warhammer is very interesting.Toying with an army list is a part of the fun of the hobby. It's a great way to get collecting and gaming ideas. Even for regular troops, TOE's in the field are never respected so there is always a reason to manipulate the composition of your force. Also, since pieces of equipement are "pointed up for" it's easier to game a persistent campaigning experience (which I think is the "Graal" of wargaming), where your troops gain and lose equipment, tactics, and ROEs restrictions. Cheers!
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