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Prompted by another thread on the elusive quest for “that one perfect game”, I was hoping to start one on home brew/house rules and a discussion about game mechanics and such.
Here’s my latest project: I’ve decided to start near future/sci fi combined arms games and need a set of fast & simple rules. My objective is to have ‘platoon level’ combined arms fights with infantry, armor, and air. Not huge battles but larger than my current 28mm skirmish ones. Here’s what going on so far:
1. I’ve opted for 20mm figs instead of 15mm. Why? IMO the best hard sci fi figs are made by GZG and the exchange rate is terrible for the US$. 20mm seems to be not as popular and thus less expensive. Syr Hobbs online store carries very nice Liberation Miniatures here in the US for very reasonable prices AND there’s a TON of 1/72 scale model kits & diecast for cheap on eBay and elsewhere. I can buy all the force elements I want and it’s easier on the wallet.
2. Game Units: I’ve decided to mount the infantry on bases in 3-man fireteams. (possibly 4-man) This way you move larger amounts of figs quicker and this infantry unit becomes single combat element with a single set of game stats. Vehicles and Helicopters are mounted as singles. This isn’t where 1 figure represents a squad and a single tank equals a platoon or something. This lets me maintain a look of larger scale combat, but simplifies actual game play.
3. Fast & Simple Rules: I always want to keep both sides involved in a game turn, which is why I’m a big fan of alternating activation games. Nothing worse than sitting there while your opponent moves/shoots with his entire army and you just have to stand still and take it. I also want that dynamic in combat resolution with Opposed Rolls. BUT… How do we not get bogged down with tons of varying unit stats that have to be constantly looked up and memorized? Took me a while but then I remembered RISK.
Why not assign 4 Stats to Game Units? Movement Rate - Fire Power - Defense - Morale. That’s it. The combat critical stats of Firepower and Defense are expressed in a certain number of D6s that are rolled by both sides each time there’s combat. Modifiers don’t change a Target Number- they simply add or subtract to the amount of dice rolled. (A Dice Pool) Your Standard Infantry FireTeam has a base Dice Pool of 3 to Attack/3 to Defend. Simply compare individual dice rolled, highest to lowest. Higher roller in matched pair wins. Count wins and check for results.
If the Attacker has less or ties = no effect
If the Attacker wins by 1 = Target Shaken (-1 Action next Activation)
If the Attacker wins by 2 = Target Pinned (-2 Actions next Activation)
If the Attacker wins by 3+ = Fire Effective/Target Destroyed.
(Each Unit gets 2 Actions when Activated in a game turn)
Every unit is based/has facings, so if you Attack on a Flank it’s +1 Dice to your Dice Pool. Attack the Rear +2.
Behind Soft Cover? +1 to Defense Dice Pool. Hard Cover? +2
Those are the Basics so far… any thoughts?
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