BJaffe01 said:
yes indeed the card needed to playtested carefully. thats why i used it where i did. the opposing player knows that operation card is in effect and should change his tactics accordingly. when the Soviets attacked SS units they where prepared to loose 3-5 divisions against one SS division. 12th SS survied being pounded by 2 comonwealth divisions. i think the Elite Formations card is fine just be real careful in it's use
BJaffe01
I have no problem at all with the steep increase in firepower. I like the idea of having formations with incredible firepower. It simply means that the opponent will have to shift his tactical focus towards a more reactive and indirect style ... every super squad will still only have 4 men in it and every hit will decrease the firepower of the squad very fast.
It's the heavy infantry weapons that don't behave as they should:
- a double-mortar squad should not have firepower 10 ... much too strong
- a single mortar squad should not have firepower 7 either ... much too efficient
- a machinegun in op-fire shooting 6 or 7 dice against soldiers totally locks the game down
- a machinegun in op-fire shooting 5 dice against vehicles only belongs in fantasy games
It only effects the scenario's that use it of course, but you might as well add a warning about "for pure soldier armies only" because anything else and it will totally screw up the game. I can certainly see myself using it in any future scenario's I might make, but never as it's currently written and I will probably house-rule it in the current scenario's as well ... because no friggin' MG is gonna mess-up my pretty T-34's!
(I'm still strongly in favour of making the bonus regulars/elites only.)