From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Thu, 3 May 2007 15:56:14 +1000
Subject: RE: [GZG] [SG3] New game mechanics [sec=UNCLASSIFIED]
I have time again to review a few old messages and had some mechanic ideas. The FP change might be an idea for SG2 as well, as it smooths out some of the odd results in the current FP rules. Really off the cuff and not well thought through yet: *** Game Structure: The primary unit is the PLATOON. An infantry platoon is subdivided into squads (2-5 bases) and bases (1-5 individual soldiers). At the strategic level of play, this has no effect, but the tactical level has several options that make use of it. Normal FMA turn sequence and die shift rules are used. Squad/Platoon FP is similar to SG2, except remove the "d" from the values. Basic Rifles = 1 Advanced Rifles = 2 Adv Rifles + GL = 3 Support weapon = 6, 8, 10 or 12 based on type. Impact equals the lowest I used by the unit. If the firepower is greater than 12 (ie d12), divide by 2 (or more) for the die type until a number of d12 or lower is generated). Eg1: 15 rifles @ FP2 = 30 FP = 3d10 (30/2 = d15 which is too high; 30/3 = d10). Eg2: 10 rifles @ FP3 + 2 SAW @ FP10 = 50 FP = 5d10 When a platoon is activated, it has two options: Make a strategic move at 3x Speed (provided no enemy units can make opportunity fire) or partake in tactical combat. Tactical Combat has a couple of options (2 activations per turn): 1. Combat Move + Re-organisation. 2. Combat Move + Massed fire - roll 1Q + the FP of the platoon against the defence (range + cover die [DS2]) of the target. For each die that exceeds the defence roll, the target suffers 1 suppression. For every multiple of suppressions divided by the range die type results in 1 wound roll (I vs Armour) against a random base in the target platoon that is visible. [fast play option with "bucket o' dice". Doesn't result in many casualties until close assault] 3. Combat Move + Squad Fire - similar to SG2, each squad moves and fires against a valid enemy squad. This allows targetting of more specific units and generates more casualties. 4. Close Assault - creates a mini-game similar to current SG2, except maximum weapon range is 2xQ. Existing suppressions are equally distributed between squads of the platoon at the start of the assault (substitute "squad" for "platoon" in the suppression rules). All platoons involved alternate activations of individual squads (even if already activated previously). Once all units have activated, strategic play continues. [lots of casualties and small firefights] Effects of suppression: Suppression slows down a platoon, requiring officers to get the men motivated and moving forward. There is no maximum number of suppressions against a platoon. Removing Suppression: 1. Each base that activates (and does nothing else), removes 1 suppression marker from the platoon. Once all suppressions are removed, any unactivated bases/squads may act normally. 2. The platoon as a whole may attempt to IGNORE any suppression markers by rolling their Q die against the number of suppressions. If it succeeds, the suppression markers remain, but the platoon may act normally. If it fails, the platoon must activate 2 bases to remove each suppression. Once all suppressions are removed, any unactivated bases/squads may act normally. [This favours larger platoons as written, so it looks like something else is needed.] Brendan 'Neath Southern Skies http://home.pacific.net.au/~southernsk/ > -----Original Message-----