Broadsword56
Member
Do any of the LnL Tactical games have module- or scenario-specific rules to simulate armored vehicles being in a "hull-down" defensive position? (I don't see anything in my core or module rules).
I ask because it would seem a fairly simple matter to add this without complicating the game:
Just designate certain hexes of a map as places where hull-down opportunities exist. In those areas, a player can just place a turret counter on the map instead of the whole vehicle+turret to represent a turreted vehicle in a hull-down position. Effect on combat: As long as the vehicle doesn't move, it uses only its turret armor rating against hits by ordnance shots. The vehicle may use only its turret-mounted weapons as long as it remains hull-down. Close assault attacks on it are resolved normally and the vehicle is not considered hull-down in relation to those attacks.
Note: I know that in real life, a vehicle that's hull-down in relation to one hex in LOS might not be hull-down in relation to other hexes in its LOS. But this might be a way to represent hull-down without getting too wonky about it. The reason to designate certain hexes as potential hull-down locations is because it would work on the existing LnL maps -- which aren't necessarily detailed enough in they way the depict elevation to represent AFV-sized folds and undulations in otherwise clear terrain.
Thoughts??
I ask because it would seem a fairly simple matter to add this without complicating the game:
Just designate certain hexes of a map as places where hull-down opportunities exist. In those areas, a player can just place a turret counter on the map instead of the whole vehicle+turret to represent a turreted vehicle in a hull-down position. Effect on combat: As long as the vehicle doesn't move, it uses only its turret armor rating against hits by ordnance shots. The vehicle may use only its turret-mounted weapons as long as it remains hull-down. Close assault attacks on it are resolved normally and the vehicle is not considered hull-down in relation to those attacks.
Note: I know that in real life, a vehicle that's hull-down in relation to one hex in LOS might not be hull-down in relation to other hexes in its LOS. But this might be a way to represent hull-down without getting too wonky about it. The reason to designate certain hexes as potential hull-down locations is because it would work on the existing LnL maps -- which aren't necessarily detailed enough in they way the depict elevation to represent AFV-sized folds and undulations in otherwise clear terrain.
Thoughts??