Next: RE: SG II House Rules - longish post

Re: SG II House Rules - longish post

From: Thomas Barclay <Thomas.Barclay@s...>
Date: Thu, 5 Feb 1998 13:59:30 -0500
Subject: Re: SG II House Rules - longish post

> >Group Firing
> 
> I see the point of the rule. Ambushes are a devil of a thing to set up
> in a game. My preference would be to see this ability used only once
> in a scenario. It takes a lot of effort and explicit orders to set up
> an ambush. I'd also like to see rules for prematurely firing, as is
> often the case with green troops.

Good idea on the premature firing. Remember here when we talk about 
ambushes you have a 'proper' one which could take days to set up 
(digging field fortifications, laying mines to channelize the enemy, 
figuring out arcs and zones of fire and beaten zones for support 
weapons, ranging for arty, setting up fire priorities and Immediate 
Actions or Actions On for your squads, etc. etc.) and which is an 
order of magnitude more dangerous than a 'Hasty' ambush which is set 
up in five or ten minutes as an impromptu thing (which is still an 
order of magnitude more effective than no coordination at all). But 
once (or less) per scenario is probably reasonable. 
 
> My preference would be to set up a scenario rule for ambushes.
> Something like letting the ambusher set up his units, the ambushee
> pre-plotting his movement, and then rolling for whether or not the
> trap is sprung prematurely. Setting up an ambush in the middle of a
> firefight is problematic at best.

Agreed. But depending on your board and forces, you can have forces 
not even involved in fighting which could perform such actions. 

Here is a quick idea (based off what you mentioned above, although I 
like owens way of handling the group fire) 

Set Piece or Full  Ambush
- Defender sets up units and dummies (to disguise the ambush), 
ideally you'd use hidden placement and a map here
- Attacker plots movement 
- Roll for premature setoff of the ambush AND possible spotting by 
attacker (spotting should be hard)
- Ambush trigger instructions may be moderate complexity
- Conduct ambush using Group Fire (if it isn't botched)

Hasty Ambush
- Defender sets up units and dummies (no map placement here, its a 
quick one so concealment is nowhere near as good)
-Attacker plots movement
-- Roll for premature setoff of the ambush (easier to do than in 
Set Piece) AND possible spotting by attacker (spotting should be 
moderate difficulty)
- Ambush trigger instructions must be simple
- Conduct ambush using Group Fire (if it isn't botched)

Just a thought.

TB
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