Silver Bayonet 30
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I've played Tea Time over a dozen times most likely, and I keep finding new details. For example, I've been playing - and by extension - our competitive games with the Attack Coordination rules interpeted incorrectly, particularly with respect to Assault Combat. Rolls which are 2 or more greater than the Efficiency Rating of the attacking unit go into Frontal Assault, which means only one of the stacks may attack. I think that's too strict really, but that's the way the rule is written.
I think it would make more sense that the attacking units would make separate rolls on the attack rather than a combined roll. I might ask about it sometime.
Also, I've (we've) been playing Air Defense inconsistently at best. Air Defense only occurs when there is more steps defending than Air Points attacking. This includes when Air is being used for Defensive Bombardment.
Anyway, I played through the scenario very carefully, and recorded the results on a spreadsheet I started a couple of years ago.
Frontal Assault is just brutally ineffective.
Here is an interesting rule:
The 1/9 alone accounted for half the kills in their area of operations. Do not fuck with the Headhunters.
Where to now?
My goal for this sequence of game plays was deriving a complete results tree which would show all possible outcomes at each step. The added complexity of correctly playing coordination, and the variability of the Air bombardment make this difficult. For example, supposing I only brought 5 air points to bear, then I would need to have Air Defense, twice rather than not at all. I'm not willing to abandon the project, but it's going to have to morph a bit. Building a mind mind won't be as straightforward as I was expecting.