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RE: [GZG] [SG3] New game mechanics [sec=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 3 May 2007 15:56:14 +1000
Subject: RE: [GZG] [SG3] New game mechanics [sec=UNCLASSIFIED]

I have time again to review a few old messages and had some mechanic
ideas.

The FP change might be an idea for SG2 as well, as it smooths out some
of the odd results in the current FP rules.

Really off the cuff and not well thought through yet:
***
Game Structure:
The primary unit is the PLATOON.  An infantry platoon is subdivided into
squads (2-5 bases) and bases (1-5 individual soldiers).  At the
strategic level of play, this has no effect, but the tactical level has
several options that make use of it.

Normal FMA turn sequence and die shift rules are used.
Squad/Platoon FP is similar to SG2, except remove the "d" from the
values.
Basic Rifles = 1
Advanced Rifles = 2
Adv Rifles + GL = 3
Support weapon = 6, 8, 10 or 12 based on type.
Impact equals the lowest I used by the unit.

If the firepower is greater than 12 (ie d12), divide by 2 (or more) for
the die type until a number of d12 or lower is generated).  
Eg1: 15 rifles @ FP2 = 30 FP = 3d10 (30/2 = d15 which is too high; 30/3
= d10).
Eg2: 10 rifles @ FP3 + 2 SAW @ FP10 = 50 FP = 5d10

When a platoon is activated, it has two options: Make a strategic move
at 3x Speed (provided no enemy units can make opportunity fire) or
partake in tactical combat.

Tactical Combat has a couple of options (2 activations per turn):
1.  Combat Move + Re-organisation.

2.  Combat Move + Massed fire - roll 1Q + the FP of the platoon against
the defence (range + cover die [DS2]) of the target.  For each die that
exceeds the defence roll, the target suffers 1 suppression.  For every
multiple of suppressions divided by the range die type results in 1
wound roll (I vs Armour) against a random base in the target platoon
that is visible.  [fast play option with "bucket o' dice".  Doesn't
result in many casualties until close assault]

3.  Combat Move + Squad Fire - similar to SG2, each squad moves and
fires against a valid enemy squad.  This allows targetting of more
specific units and generates more casualties.

4.  Close Assault - creates a mini-game similar to current SG2, except
maximum weapon range is 2xQ.  Existing suppressions are equally
distributed between squads of the platoon at the start of the assault
(substitute "squad" for "platoon" in the suppression rules).  All
platoons involved alternate activations of individual squads (even if
already activated previously).	Once all units have activated, strategic
play continues.  [lots of casualties and small firefights]

Effects of suppression:
Suppression slows down a platoon, requiring officers to get the men
motivated and moving forward.  There is no maximum number of
suppressions against a platoon.   

Removing Suppression:
1.  Each base that activates (and does nothing else), removes 1
suppression marker from the platoon.  Once all suppressions are removed,
any unactivated bases/squads may act normally.
2.  The platoon as a whole may attempt to IGNORE any suppression markers
by rolling their Q die against the number of suppressions.  If it
succeeds, the suppression markers remain, but the platoon may act
normally.  If it fails, the platoon must activate 2 bases to remove each
suppression.  Once all suppressions are removed, any unactivated
bases/squads may act normally.
[This favours larger platoons as written, so it looks like something
else is needed.]

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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