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"FNG:OGH playtest AAR" Topic


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Comments or corrections?

Darby E13 Jun 2008 8:25 a.m. PST

Had a little playtest of FNG:Over Green Hell the other day, using Oddzial Osmy 1/600 scale minis. AAR can be seen and read at:
link

CorpCommander13 Jun 2008 8:44 a.m. PST

Fantastic! Hope you find some flock for your tree bases!

I really like the idea of putting down "hit" markers but rolling later to see if they were really eliminated or not. They can sort of work like pin markers in the time in which they haven't been determined. Instead of having a set number of turns before they are determined if they are eliminated or not, let the player decide when to test. In fact you can even do something sneaky such as, if there are non-pinned friendly stands and both have woods to retreat into, allow the friendlies to take a few hit stands with it and disappear. Then test in secret to see if the stands were eliminated or not and place a "?" marker in the woods to represent the set of units.

You can do a lot with something like.

--Pete

axabrax13 Jun 2008 8:59 a.m. PST

I know FNG and FNGUW, but what's FNG:OGH?

Darby E13 Jun 2008 9:47 a.m. PST

Thanks guys! Ya, I just glues a lot of those trees down. I'll be flocking them before Skirmish '08 on July 12th, as well as making better smoke, napalm, and artillery blast markers. I'll also get some OH-6 and A-1 Skyraiders done. Need to find a O-1 FAC somewhere…

FNG:OGH stands for FNG:Over Green Hell.

Basically, I wanted to design a game where I could zip a bunch of helos around and have a somewhat detailed Company or two on the ground without having to use a gymnsaium floor, but also without having to get so micro that a single vehicle equals a whole platoon.

At the moment, a stand of infantry is a fireteam or squad or weapons team or HQ unit. A whole platoon of grunts in a standard 2-up-one-back formation would take up an area of about 3"x4", so you can play on a small surface as well as have "large unit actions".

C&C factors in, and taking good care of your casualties (WIA and KIA) is a necessity, rather than a handwave.

In the end, this set should be able to integrate all the other FNG sets. Meaning: you'll be able to plan out an operation using the free FNG:Operations supplement/game, fight the larger aspects of the action witn FNG:OGH, break down portions further to the skirmish level using FNG (or FNG:UW) and apply the results upwards and downwards.

Did a little test lastnight where 2 turns of FNG equaled 1 turn of FNG:OGH, using 2 seperate tables. It worked out great because when a helo was over the place where the sirmish action took place on the larger table, it was easy to see when it arrived in the skirmish. When it took fire, it was easy to apply that the the FNG:OGH game, etc.

I doubt that many people will try it like that, but at least it'll be there and work, for my own piece of mind (and that of others that really like to get INTO their games).

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