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LRRP
Sept 29, 2023 15:07:10 GMT -5
via mobile
Post by mikeh on Sept 29, 2023 15:07:10 GMT -5
5th time was the charm. 😂 Recon the River Valley scenario.
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LRRP
Sept 29, 2023 16:53:48 GMT -5
Post by Whiterook on Sept 29, 2023 16:53:48 GMT -5
Recon the River Valley, the NVA dogged me and dogged me unmercifully. Three NVA 8 units, which can only be pinned and not eliminated except for an airstrike, backed me right up to the maps edge and destroyed the team. …oh man, so they never made it to the Huey?
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LRRP
Sept 29, 2023 17:54:36 GMT -5
via mobile
Whiterook likes this
Post by mikeh on Sept 29, 2023 17:54:36 GMT -5
Recon the River Valley, the NVA dogged me and dogged me unmercifully. Three NVA 8 units, which can only be pinned and not eliminated except for an airstrike, backed me right up to the maps edge and destroyed the team. …oh man, so they never made it to the Huey? Not on this one. Those NVA 8 units are tough!
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LRRP
Oct 2, 2023 14:53:49 GMT -5
via mobile
Post by mikeh on Oct 2, 2023 14:53:49 GMT -5
They always start out in order and stacked so neatly. 😂
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Post by mikeh on Oct 8, 2023 18:14:57 GMT -5
Been looking forward to this scenario since I got the book. Destroy the Convoy, really have my work cut out for me.
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LRRP
Oct 10, 2023 18:30:56 GMT -5
Post by Whiterook on Oct 10, 2023 18:30:56 GMT -5
Those VC are hot on your heels!!! The Convoy looks interesting… are there potential heavy gunfire from whatever is rollin’ down that road if they cross your path? …does it move on its own?
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Post by mikeh on Oct 11, 2023 23:57:29 GMT -5
No fire from the road in this scenario, it's the river patrol boat you can take fire from. As for the convoy it can move 1 hex on any roll of 3,4,5,6 in the end turn phase. 1 is sniper fire and a roll of 2 is where the river patrol boat can get you.
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LRRP
Oct 13, 2023 9:36:19 GMT -5
Post by Whiterook on Oct 13, 2023 9:36:19 GMT -5
No fire from the road in this scenario, it's the river patrol boat you can take fire from. As for the convoy it can move 1 hex on any roll of 3,4,5,6 in the end turn phase. 1 is sniper fire and a roll of 2 is where the river patrol boat can get you. Thanks for the explanation… all makes sense to me. You know, for me, when I first read a Lambo game design, I was unsure on how the dice mechanics would work, as the games I’m used to have the dice pitted towards meeting factors for success/failure; 4 <d6=HIT, for instance, further broken-down into each hit reducing your unit down to a Kill…you depend on the dice to tell you if your wounded/killed. In his games, the dice just tell you what Actions are available, some of those rolled d6 possibly being a Shoot action and it’s consequence (sometimes different per nation, such as a straight automatic kill or wound). It’s an interesting game mechanic(s) and I took to it fairly quick, to my surprise (I thought I’d have more resistance to it than I did). It makes for a good dice-chucker, but has enough “Well Damn, it works!” to it make a very engaging game that meets enough realism to feel immersive. That’s how I feel, anyway. Didi you experience similar and do you feel similar?
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LRRP
Oct 15, 2023 13:27:55 GMT -5
Post by mikeh on Oct 15, 2023 13:27:55 GMT -5
Well, not sure we are on the same page here or not but lets use the #6. It means different things to different phases of the turn. The initial roll for the LRRPS means it can be used for cover or evacuation,it can also be used to heal 1 team member if team member Watson is not wounded and they have a med pack available. Otherwise you can heal on a roll of 1 only. Double 6's means you can call in an airstrike on any enemy unit that 2 hexes away and is a known VC or NVA unit and eliminates that unit. Double 6 is the only way to eliminate an NVA unit.
In combat a 6 is a hit, a hit against the LRRP is a wounding,roll to see which team member, should any team member receive a second hit the game ends immediately in a lose. To the VC and NVA a single 6 results in a pin, a roll with 2 sixes is an elimination of the VC but is still only a pin for the NVA, NVA units are considered to large and to professional to be totally wiped out by a small team of LRRPs.
Sixes are also used for a successful recon, LRRPs or spotting,VC or NVA as long as either has the required die to perform that step.
For VC or NVA a 6 is a stand down order if unit is Alert or Alert and pinned. With this order if they are more then 2 hexes away from the LRRP counter they go to un-alert and lose track of the LRRP team.
On the end of turn roll the 6 usually can benifit the LRRP, I say usually because you roll die and on a 4, 5 or 6 generally gives them water or a Natural Healing to one injured team member. 1,2,3 are a non event.
Probably have forgotten a thing or two but that is what a six can do during different stages of a turn.
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LRRP
Oct 15, 2023 14:17:46 GMT -5
Post by Whiterook on Oct 15, 2023 14:17:46 GMT -5
Yeah, I think we’re walking around the same neighborhood What I’m seeing here is, the dice results ae quite different between this game and the Ghosts in the Jungle game; this game you’re playing seeming a bit more complex and in the weeds, which I like… yet, it also speaks to the initial confusion I personally had of depending on chance rolls for specific actions that might be hard to attain, like a double 6 being the only way to eliminate and NVA… rolling a double 6 is pretty hard to do! …but then again, that’s probably reasoned out as making it extremely difficult to eliminate said NVA! It’s really a different way of looking at a games’ mechanics like this.
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Post by mikeh on Oct 15, 2023 21:47:29 GMT -5
It is more complex then Ghosts, but not in a difficult to learn way,it is just a more refined game with more smaller rules "pieces" to remember and keep in order.
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