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RE: Overwatch House Rules - author's reply

From: Thomas Barclay <Thomas.Barclay@s...>
Date: Fri, 30 Jan 1998 10:54:53 -0500
Subject: RE: Overwatch House Rules - author's reply


> Sorry if I am about to sound like a devil's advocate here but unless I
> missed something off the web page I would like to be so bold as to
> suggest there is something missing from the Overwatch Rule.

It wasn't missed (that would imply I'd even considered it or that it 
had been within the scope) - I just never even thought of it! (heh)
 
> That is; if you place a squad in Overwatch (also this would apply to
an
> ambush; an ambush essentailly is an Overwatch), there should be
> something to reflect Fire Discipline and potential loss of such. That
is
> if an opportunity target arises outside of the designated Overwatch
area
> then the squad would be 'tempted' into taking a shot at it. Perhaps a
> simple roll against Quality/Leadership to stay on Overwatch. 

My first thought here is I am watching an area in front of me. If 
this area is close by, and something moves off in my 'super distant' 
ranges, I'm unlikely to be distracted. If I'm watching a point 
farther out, and something closer moves, especially if it threatens, 
I'd probably engage it. So, how to implement such an idea?

Perhaps as follows 

Variant 4 (credit Owen Glover)

If a unit engaged in Overwatch sees an enemy unit activate within its 
line of sight and the distance from the Overwatching unit to the 
newly activated enemy unit is equal to or less than the distance from 
the Overwatching unit to its Overwatch target, the Overwatching unit 
must make a discipline check (a roll on a die type equal to unit 
quality) against the leadership level of the unit commander. A 
failure results in the unit breaking unit fire discipline and 
immediately firing upon the activated unit, thus removing its 
Overwatch and Overwatch target markers. Note that a unit in Ambush 
position for protracted periods (in excess of 6 turns or as defined 
at the start of the scenario) may have their die type for this check 
shifted down one level (people getting jumpy from trying to stay 
continually alert and ready to fire at a moments notice) at the 
discretion of the GM or as defined in the scenario itself.

> For those of you who might say that this suggestion is an unecessary
> complication; please note that the Overwatch Rule itself is a
> complication of the standard SGII and whilst I quite like it we really
> should follow through on good ideas.

It is a 'complication' just like a number of other rules (For 
example, I know folks who'd never use air units because they hate 
that extra complexity) and it is totally optional. If you like the 
idea, use it or one of its variants.  

I've already spotted another Overwatch issue. I really should put a 
limit of Unit Quality distance on dummies if using that option for 
Overwatch Targets. That is to say, your actual OT and your two 
dummies should be within a total distance of each other (To prevent 
someone from putting one marker at Long Range way left, one at Short 
Range centre, and one at Medium Range way right of the facing of the 
unit.... which would be a little fantastic all things considered). 

And what about some extra optional rules for things like Unit Fatigue 
(there may be some, I'll have to check), Picking Your Target (I've 
had a scenario in mind that would require this) and Purely 
Suppressive Fire. 

Anyway, I'm going to integrate your suggestion Owen!

T. 
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