Overwatch House Rules - author's reply

1 posts ยท Jan 30 1998

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Fri, 30 Jan 1998 10:54:53 -0500

Subject: RE: Overwatch House Rules - author's reply

> Sorry if I am about to sound like a devil's advocate here but unless I

It wasn't missed (that would imply I'd even considered it or that it
had been within the scope) - I just never even thought of it! (heh)

> That is; if you place a squad in Overwatch (also this would apply to

My first thought here is I am watching an area in front of me. If this area is
close by, and something moves off in my 'super distant' ranges, I'm unlikely
to be distracted. If I'm watching a point farther out, and something closer
moves, especially if it threatens, I'd probably engage it. So, how to
implement such an idea?

Perhaps as follows

Variant 4 (credit Owen Glover)

If a unit engaged in Overwatch sees an enemy unit activate within its line of
sight and the distance from the Overwatching unit to the newly activated enemy
unit is equal to or less than the distance from the Overwatching unit to its
Overwatch target, the Overwatching unit must make a discipline check (a roll
on a die type equal to unit quality) against the leadership level of the unit
commander. A failure results in the unit breaking unit fire discipline and
immediately firing upon the activated unit, thus removing its Overwatch and
Overwatch target markers. Note that a unit in Ambush position for protracted
periods (in excess of 6 turns or as defined at the start of the scenario) may
have their die type for this check shifted down one level (people getting
jumpy from trying to stay continually alert and ready to fire at a moments
notice) at the discretion of the GM or as defined in the scenario itself.

> For those of you who might say that this suggestion is an unecessary

It is a 'complication' just like a number of other rules (For example, I know
folks who'd never use air units because they hate that extra complexity) and
it is totally optional. If you like the idea, use it or one of its variants.

I've already spotted another Overwatch issue. I really should put a limit of
Unit Quality distance on dummies if using that option for Overwatch Targets.
That is to say, your actual OT and your two dummies should be within a total
distance of each other (To prevent someone from putting one marker at Long
Range way left, one at Short Range centre, and one at Medium Range way right
of the facing of the unit.... which would be a little fantastic all things
considered).

And what about some extra optional rules for things like Unit Fatigue (there
may be some, I'll have to check), Picking Your Target (I've had a scenario in
mind that would require this) and Purely Suppressive Fire.

Anyway, I'm going to integrate your suggestion Owen!

T.
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