From: Owen Glover <oglover@b...>
Date: Fri, 9 Jul 1999 17:04:28 +1000
Subject: RE: [SG] Suggestion for Close Assaults
Hmm, the overwhelming response to my suggestions on Detachments now prompts me to spend a little more time publishing for ridicule something on Close Assaults. Currently Close Assaults so strongly favour the defender that in only vary rare games nowadays do we see any close assaults actually occur except with PA units. This tends to see games often bogging down in shooting competitions with both sides hoping to pick off a couple of casualties here and there, cause a CL Check and hope the 'defender' eventually runs away out of lack of interest!?. The other ludicrous thing we see is one lone Elite or Veteran trooper hurtling into the fray against a squad of 8 Regulars and if he rolls a half decent die the Regs CAN'T beat him! And lastly, if a defender fails his CL Check and is forced to withdraw, he can then, if he hasn't activated this turn, turn around and give teh attacker who occupied his position a god awful burst of fire at close range. What I propose here is a mod that I hope will encourage bold game play for attackers. Remebering that the Close Assault is not just representing the hand to hand aspect but also REALLY close small arms fire, throwing helmets and spitting etc. Having said this my proposal is a SYSTEM for close assaults so please read all aspects and consider them in totality. The System...... 1. Attacker declares a Close Assault. Conducts a Confidence Check at Threat Level = CL; ie as the rules are currently CL - CO:0, CL - ST:+1 etc.If he passes then commences moving forward... 2. Defender must make a CL Check at TL of +1 for Odds as current rules stand. His response is as per the current rules ie stand or withdraw. 3. Attacker now rolls his Combat move dice for movement. If he doesn't make it on the first roll he is then not eligible to conduct a Follow Up or Over-run after combat. 4. Defender ALWAYS has a chance at Defensive Fire: Defender must pass a Reaction Test as normal Rules with TL = to current Suppressions. If he passes he may fire normal full squad fire as available counting range as teh mid point of the start position of Attacker. Range die is modified by 1 Range Band for each Suppression currently held. 5. Attacker takes Confidence Test if casualties are inflicted and if drops to Shaken or Lower then will cease the close assault and withdraw. 6. If Attacker still presses attack he moves into contact and fights with a Quality shift 1 die UP from normal for the first round of combat. Defender fights with normal die UNLESS he is NOT in cover; in which case he fights at one die level lower (ie if he is charged and in the open he is at a further disadvantage...). 7. Resolving combat from here is then same as normal rules. OK, what we see is firstly the players are encouraged to act boldly and 'get stuck in'. However the attacker should first suppress his target, the more suppressions the better. The Defender still has an advantage in that he has a chance to put some fire into the attacker as he's closing. Lastly, if the Defender is caught in the open he is going to be at a severe disadvantage as the Attacker has teh initiative and momentum in initiating his assault. Any comments gratefully received......