[SG] Suggestion for Close Assaults

2 posts ยท Jul 9 1999 to Jul 9 1999

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......

From: Adrian Johnson <ajohnson@i...>

Date: Fri, 09 Jul 1999 10:41:04 -0400

Subject: RE: [SG] Suggestion for Close Assaults

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...).

That's a strong benefit for the attacker. Not that I'm complaining, I like it
alot, actually.

I'm thinking that perhaps this should be limited to Regular troops or
better.  Don't give that bonus to the inexperienced Green troops - they
aren't as tough and crusty yet, or as steady in a tight situation.

What do you do for Elite troops. Is the die shift closed or open? ie, if the
assaulting unit is Elite, does the defender's die go down by one type (since
the attacker's die can't go up), or do the elite troopers lose the
benefit - being plenty good enough already...

What do you think about modifiers for the attacker's initial confidence
test if the defender outnumbers the attacker - or is in a tough position
(bunker, trench line, etc)? It's gotta be a tough thing, charging at an enemy
in a trench line who outnumbers you...

What is the effect on the defender if he is in SERIOUS cover, ie
entrenchments, "in position" in woods, etc?