[SG2] PBEM AAR - Valley of Death - Playtest Rules - 3 of 5

5 posts ยท Oct 30 2002 to Jan 15 2005

From: Allan Goodall <agoodall@a...>

Date: Wed, 30 Oct 2002 15:09:02 -0600

Subject: [SG2] PBEM AAR - Valley of Death - Playtest Rules - 3 of 5

We tested a few new rules with this PBEM game. That might seem like a lot,
playing a blind game _and_ testing rules, but it seemed not to be too
much for the players to handle.

EW

This isn't so much a new rule as an interpretation of the EW rules. The
HyperBear EW rules were not used. I'm still not happy with the EW rules on my
web site, so I wanted to try out a new variation.

EW units can go _active_ for free (i.e. they do not need an action). If
an EW unit goes active, it will be unhidden if there is another EW unit on the
board (active or inactive) and a Detection Roll is made. A Detection Roll is
an opposed roll by both players. The player going active rolls his EW die. The
other player rolls his EW die, shifting down one if the EW set is inactive.
The player who went active _can_ spend EW counters to shift the opposing
die down.

The EW unit is considered inactive when all EW chits are used. An EW unit
becomes inactive as soon as it is activated (i.e. it loses any chits left over
from the last activation). The Detection Roll is made each time the EW unit
goes active.

The reason for this rule is an interpretation of the EW rules. The act of
going active not requiring an action is sort of implied in the rules (sort of,
because this section is still ambiguous). The detection roll was added to give
players a reason for being inactive. Otherwise there was no reason why an EW
unit wouldn't always go active. The reason for it not costing an action is an
interpretation of the rule written in the rulebook, and to make some of the
TO&Es in the rule book viable.

(Another option is to just ignore the references in the rules to "active" and
"inactive", and give the chits for free every time the unit with an EW set is
activated.)

HILL CRESTS AND MILITARY CRESTS

All hills in this scenario have a white line on the top of them. This
represents the actual crest of the hill.

Units behind this crest (that is, the white line is between the target unit
and the firing unit) are considered to be behind hard cover against enemy
units on the same elevation level or higher, and are out of Line Of Sight to
units below this level.

Units in front of the crest line are said to be on the military crest. Units
in front of this line (that is, the white line is _not_ between the
target unit and the firing unit) are considered to be behind hard cover
against enemy
units on a lower elevation, but are _not_ considered to be behind cover
for units at the same or a higher elevation.

Note that if a hill has additional cover, the best cover is used (the cover is
not cumulative). For instance, if a hill is covered in bushes, a unit on the
military crest gets the hard cover die shift for units at a lower elevation,
and a soft cover die shift for units at the same elevation or higher.
Likewise, on the same hill, if the unit is behind the crest line it is given
the hard cover die shift for units on the same elevation or above, and still
can not be seen (or see) units on a lower elevation.

For the purposes of using this rule with miniatures (as opposed to a PBEM with
a virtual map), the rule would be slightly modified. If the unit was on the
highest elevation of a hill but _not_ touching the edge of the hill
(assuming
flat topped contour-line style hills), it is behind the hill crest. If
it is on a lower elevation, or it is on the top elevation and touching the
edge of the hill, it is considered to be on the military crest.

HEAVY WEAPONS VS. PA

Heavy Weapons have a choice when targeting PA troopers. They can fire at one
individual trooper as though it were a point target, or it can fire at the
squad in general using the rules for dispersed targets in the rulebook
(i.e. a
D8 impact die).

When missiles fire at PA, I gave the PA a Basic (D6) ECM die. The assumption
is that PA don't have the space for bigger ECM suites (and you could argue
they should have none, but I thought that was a bit too nasty.

Heavy Weapon Range Bands Heavy Weapons use a new method of figuring out range
bands. Instead of the range band being 12" x target size class, the range band
is now Quality Die in inches x target size class x 2.

Example 1: Regular quality RFAC/2 firing at a size 3 APC. The range
bands would be 48" long (D8 quality gives 8" x size class 3 x 2).

Example 2: Regular quality RFAC/1 firing at a squad. The range bands
would be 16" long (D8 quality gives 8" x size class 1 x 2).

HEAVY WEAPONS AND COVER MODIFIERS

Treat cover modifiers to heavy weapon fire as an Open Die Shift. If the range
die is shifted beyond D12, keep the range die as D12 but shift the Firecon die
down. If a Firecon would go below D4, the weapon can not fire at the target.

COMBAT MOVE

A combat move shifts the range die down 1. This gives players a reason for
doing a combat move other than just to have a way of getting somewhere a
little faster. For instance, the most common use of a combat move is when a
unit wants to move 8 to 10 inches. Instead of spending two actions doing a
regular move, players tend to do a combat move on the first action, hoping to
get there in one shot. If they don't, they usually follow up with a regular
move. By giving a die shift, players have a reason to move most of the time
using a combat move.

From: Claus Paludan <cpaludan@t...>

Date: 05 Nov 2002 18:05:31 +0100

Subject: Re: [SG2] PBEM AAR - Valley of Death - Playtest Rules - 3 of 5

ons, 2002-10-30 kl. 22:09 skrev Allan Goodall:
> COMBAT MOVE

Hmm didn't quite catch this.... shouldn't the rangedie gets shifted up when
people are firing against a running target? Or did I miss something?;)

Execellent AAR btw - keep those comming!

From: Laserlight <laserlight@q...>

Date: Tue, 5 Nov 2002 12:17:32 -0500

Subject: Re: [SG2] PBEM AAR - Valley of Death - Playtest Rules - 3 of 5

From: Claus Paludan

> COMBAT MOVE

Should be UP1, yes

From: Allan Goodall <agoodall@a...>

Date: Wed, 06 Nov 2002 07:56:49 -0600

Subject: Re: [SG2] PBEM AAR - Valley of Death - Playtest Rules - 3 of 5

On 05 Nov 2002 18:05:31 +0100, Claus Paludan <cpaludan@worldonline.dk>
wrote:

> Hmm didn't quite catch this.... shouldn't the rangedie gets shifted up

Yes, that was a typo. TomB mentioned it...

> Execellent AAR btw - keep those comming!

Thank you!

From: Laserlight <laserlight@q...>

Date: Fri, 14 Jan 2005 19:41:40 -0500

Subject: Fw: [SG2] PBEM AAR - Valley of Death - Playtest Rules - 3 of 5

Here's the "missiles vs individual PA" post:

[quoted original message omitted]