Battlegroup 2009 for The War In Angola (2012)
Spielzeit: 0
Min. Alter: 12
Spieler: 2 - 6
Verlag: (Web published)
Designer: Ian Clarke
Künstler: Unbekannt
Mechaniken: Measurement Movement, Dice Rolling, Scenario / Mission / Campaign Game, Simulation
Min. Alter: 12
Spieler: 2 - 6
Verlag: (Web published)
Designer: Ian Clarke
Künstler: Unbekannt
Mechaniken: Measurement Movement, Dice Rolling, Scenario / Mission / Campaign Game, Simulation
Beschreibung anzeigen Kommentare anzeigen Preisentwicklung
Adaptation of the Battlegroup Modern Warfare Rules rules for the War in Angola.
Differences between this edition and the previous include:
The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied already, cutting down on the player’s workload.
The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell instantly if the result is successful, fails or needs checking in the rulebook.
Morale is tested at Company level to try and bring a result within the normal playing time of a game.
The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds the game up immeasurably.
The effects of suppression are so severe that it also encompasses neutralisation.
There are comprehensive examples throughout the rules; these are in italics for easy reference.
If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score will usually kill the target too.
There is the possibility of friendly fire.
Armour and penetration values have been generalised so that certain types of AFVs, ATGMs, gun penetration values, etc. can be grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values for their performance.
Differences between this edition and the previous include:
The DATASHEETs are dedicated to a particular nation and date period and most of the complex statistics have been applied already, cutting down on the player’s workload.
The arithmetic has been reduced to the bare minimum so after a few games the players will be able to roll a die and tell instantly if the result is successful, fails or needs checking in the rulebook.
Morale is tested at Company level to try and bring a result within the normal playing time of a game.
The rolling of dice for spotting targets has largely been removed. Spotting targets is done on a distance table and this speeds the game up immeasurably.
The effects of suppression are so severe that it also encompasses neutralisation.
There are comprehensive examples throughout the rules; these are in italics for easy reference.
If there is a chance of success then the top score will always succeed and the lowest score will always fail. The top score will usually kill the target too.
There is the possibility of friendly fire.
Armour and penetration values have been generalised so that certain types of AFVs, ATGMs, gun penetration values, etc. can be grouped together. The secrecy that surrounds modern equipment makes it impossible to give accurate number values for their performance.
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Battlegroup 2009 for The War In Angola
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ag.gameitem.lastUpdated: 2025-04-30 20:52:21.197