I bought this game sometime ago but when i discovered PDF in
my PC about week ago i decided we should
give Platoon Leader a chance.
SL:PL is one of the wargaming rules series from lesser known
Legionnary games, while other games are ground or space combat on much higher
scale (Battalion/Division) the humble platoon leader was designed for
Platoon/Company ground combat.
As always rules are nicely written and lot of photos of
various miniatures,diagrams and tutorials how certain rules works. The rulebook
is dividend into seven sections – basic
infantry combat,advanced infantry combat,vehicle rules,optional rules, training
scenarios, army/unit construction rules and apendix containing stat cards,
markers and QRS.
The Game
SL:PL pits reinforced platoons or companies againts each
other in ground battles of tommorow, but game could be used for WW2 or Modern
wargaming. Game itself uses alternative activation systém. So player activate
his unit perform actions with it and then his oponent activate his unit. The
lowest element is team but you must activate whole squad and teams from this
squad perform action simultaneously. Every Team on his stat card have
motivation rating this is number of actions it can perform durning actiovation,
the team can perform different actions than other teams from his squad. this
number however can drop if they are pinned down or even broken . the squad can perform number of actions
ranging from move to armoured assault where it is activated with near vehicle
which provide extra protection againts enemy fire. Another action worth to
mention is Overwatch, unit can go on overwatch anytime durning its activation
and he then transfer his remaing actions to overwatch. That means if unit have
3 action he use one action to move behind building and then perform Overwatch
and then he will have 2 overwatch actions which he can use to react on enemy
actions.
Combat
Combat itself is very intuitive. Every unit have experience
statistic marked in die, most units will use D6. If unit shoots or fight in
close combat, owning player must roll experience roll and the he will roll dice
printed on datacard for every weapon shooting againts target unit, after taking
together experience and weapon die, player must beat target defense here is no
brainer systém - if it higher by 1 or 2
target must take pinned Check, by 3 or 4 team member has been injured and
render squad less combat effective, if the reset is higher than 4 on team
member is KIA. If there is wounded or KIA reset the team must still také pin
Check.
Powered Armour infantry are real beasts here more akin to
Armour or Starshiptrooper books basicly – walking tanks armed to teeth, they
have tough armour and can cut through light infantry with ease.
Vehicle combat is little different than infantry weapons
have AT factor which lowers down the damage which is used to beat enemy armour.
The more you score than enemy armour value the higher dice you can use on
vehicle damage chart. You can destroy vehicle outright or only damage various
vehicle systems.
Cover systém is little strange but it work well.
Unlike many systems i saw, leaders in Platoon Leader are Essential
because orders they give can turn tide of battle, you can get rerolls for your
shooting,boost iniative, rally broken troops or even regroup depleted teams to
bring them into combat effective state, and few more. However the orders are
issued in secret (marker topside-down next
to squad) and before begining of
turn. You have two types of leaders
integral, these represent squad
leader and can issue orders only to his squad, normal leaders represents
Platoon, Company or higher leaders and can issue orders to any squad. Every leader have its number of orders he can
issue per turn.
Scout troops works little different they didnt Lower cover
save or deploy before other troops but to figure out what orders has been
issued by enemy leaders and to work out strategy to counter this orders.
Other stuff
When constructing your own teams and units you can give your
units lot of equippement and trans, you can create heavy weapon teams with
HMG,Mortars,Missle lauchers (RPGs, Fire and Forget missles or Guided munitions),
Markerlight teams,Medic teams and many more. Weapons can be many types –
gauss,energy based, underslug grenade launchers, slow firing, rapid firing and
list goes on. Equipement ranging from Active Camouflage to stimpacks or even
some traits like automatons or heroic (never také pinning test) and many more.
Same goes for vehicles, you can equip them with various weapons or traits like CRAM,
transport capacity, PDS, stealth and so on. There are also various type of
armour. Armybuilder is well balanced and can create regular Armies,insurgents
or even exotic aliens.
What i didnt like is lack of stand off scenarios and campaing
rules but there are lot of scenarios availible online same goes for armylist –
few has been created online but you can easily devise your own.
Platoon Leader is solid systém with some nice concepts like
Tommorow war this systém is not for everyone, but it have its own fanbase,
while lacking its own message forums they can be catched by TMP or 15mm scifi
wargaming Facebook group. While this systém is not for everyone i recomend this
game.
If your are not decided yet you can try demo rules availible on creator webpage
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