From: Thomas Barclay <Thomas.Barclay@s...>
Date: Mon, 12 Jul 1999 10:44:42 -0400
Subject: Detachments and Close Assault
> An esteemed lister wrote: Close Assault After playtesting at the club today we decided that the Attacker should get advantages for his initiative but that the defender should get advantages for use of cover, occupying prepared defensive positions and making best use of cover ie In Position. The Defensive Fire option we decided on is very similar in effect to the Snap Fire that Tom referred to from Jon T. ** I had some rules on benefits of cover in close assault too as I found it interesting there seemed to be no penalty for attacking a trench line or morale benefit for occupying one. We decided and then playtested further and came up with this Second Draft....... After the Attacker/Defender CL checks, assume both pass. The Attacker does his Combat Roll, the Defender gets his Defensive Fire with Range mods for Suppressions. ** Is this the only place in the game one can fire while suppressed? If there are any casualties and the Attacker still presses his assault he does so but without the benefit of the Die Shift up. ** Does he have to morale test if he hits a test breakpoint before pressing the attack? The Defender has no negative die shift in the open but does get negative die shifts for each suppression. ** Good. The Defender gets positive die shifts each for In Cover (building tree line etc), In Prepared Defensive Position (eg trench, fighting bay etc) and In Position (ie making best use of any available cover/protection). These shifts are Open Die shifts, so Yes to the question about Elites with advantages. Detachments The playing of the Detachments was VERY well received. We did decide that any detachments from the one squad engaging the same target had to resolve fire as a single fire ie add up all weapons firepower and qual dice and resolve in one die roll. ** Assumption: Both dets are in same Range Band? Quality and Leaderships we left as the current rules ie the Det is assumed to have same Q/L as parent. As a result we saw the players using detachments in almost every squad. The particular game saw 2 Indonesian Commonwealth short Companys (18 squads all up) conducting a fight through in an Oceanic Union held piece of Urban terrain (OU had 2 Platoons, Company HQ and Heavy Weapons Support). 5 players on a 8'x6' playing area and took about 3 1/2 hours for the 9 turns!? ** That's not bad, IMHO. The attacker used detachments very well as he pushed his fire teams across open space hitting the defenders with small amounts of suppressive fire or putting down smoke. The morale tests taken by all the remainder of the squad if dets took hits in LOS played well too. ** Did you answer my question about what happened to a det hit out of LoS? Does it test as a separate entity of smaller size? ** I'll probably use something similar to your rules for both of the above. Good thoughts! Now I probably won't get many responses to my reply as, like me, you're all probably reading Jon's FMA skirmish use. ** First playtest in our group might happen this week, though I am disappointed he didn't have time to put the more advanced Close Assault/Unarmed Cbt rules in (that are alluded to in the costings) or the rules (unless I missed them) for spread effects (specifically for shotguns!). Still, it looks good from first glance.