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RE: SG2 Thoughts or Ideas - Long

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 24 Jun 1999 17:10:23 +1000
Subject: RE: SG2 Thoughts or Ideas - Long

Most of them are reasonable good, but can slow down play a bit (not that
you're worried about that).

With the Overwatch, I wouldn't use any of the varients; make it an all
or
nothing affair.  Set it using a re-org action & nominate a target point
(if
no sightline) or a target unit that is visible.  The unit gets 1
activation
to fire with after either their targets 1st action or second action, or
when
a valid target moves within 3" of the target point or between the target
point and the unit.
This should reduce the chances for abusing the activation rules, as the
way
I read your current ones, the unit can move, set overwatch & then make 2
(split) fire actions by using only the 1 activation.

The sniper spotting rules could probably be simplified down to a Quality
roll using a TL equal to the range (ie: range band 2 = TL+2), this
should
speed it up while still giving defender a chance to not lose their
officers.

The stealthy sniper movement could be made easier by simply using the IP
test.  If it is passed, the sniper can move their hidden counters 6", if
he
fails, then the sniper is revealed unless no unit has LOS to any of the
original positions.

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa

> -----Original Message-----
> From: Thomas Barclay [SMTP:Thomas.Barclay@sofkin.ca]
> Sent: Tuesday, June 22, 1999 12:56 PM
> 
> SG2 with Standard Distributions
> Armour Crew Bail-Out
> Major Impact Crew Escape
> Fighting Positions
> Interrupt Fire: Reaction or Snap Fire
> Interrupt Fire: Overwatch
>	Variants
> IP Reaction
> Sniper Target Identification Rules
> Sniper/Spotter Rules
> Sniper Mobility
> Stealthy Movement


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