Some parts of the game seemed to struggle along which we felt was due to the unpredictability of the movement, giving me some thoughts on some House Rules for them. Much hilarity was had when the US dropped some Napalm on the hill containing the tunnel system. So much damage was done that we thought that it should be a once a game occurance. It also meant that the US could not advance for three turns over the bombed area.
I did not take any photos of the game but my partner took a couple on her iPad.
These are my ideas for House Rules for movement. I have highlighted the changes.
We (I) also forgot to use the modifiers which would have further slowed down the game.
Infantry
First
dice =D6 move + 6 inches for each added dice.
TERRAIN TYPE EXAMPLE EFFECT
Hard ground Road, trail or
open ground 1” per pip rolled
Light or Broken Wet paddy
fields, fords, light woods -1 pips per dice
Heavy Stream, heavy
jungle -2 pips per dice
Impossible Swamp or dense
undergrowth -3 pips per dice
Vehicles
First
dice =D6 move + 6 inches for each added dice.
VEHICLE
TYPE HARD GROUND BROKEN TERRAIN HEAVY TERRAIN
Slow
tracks No adjustment -2” per dice -3” per dice
Average
tracks +1” per dice -1” per dice -3” per dice
Fast
tracks +2” per dice -1” per dice -3” per dice
Wheeled Double
pips -2” per dice No move
Note.
Impossible terrain no move for all types.