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Re: SG2: Aerospace Morale House Rule

From: wargamergmw@j...
Date: Tue, 11 Apr 2000 06:50:39 EDT
Subject: Re: SG2: Aerospace Morale House Rule

Not arguing with your house rule but traditionally aerospace units in
OUR
time are schizoid, being robustly fragile.  Tremendous tactical staying
power until the break point when they melt into effectiveness zero.

>From a player viewpoint the current rule might be difficult and perhaps
the scenario design should allow some latitude when air/space mobile
operations are involved to reflect this peculiarity of Aerospace units.

Gracias.
Glenn Wilson, Triple Threat Wargamer - (loses equally well in
SF/Fantasy/Historical Games.)  Prefers Fantasy Dwarves, Starguard
Science
Fiction, 1500-1700 North America Skirmishes, the First Crusade, and most
anything prior to 1861!

On Mon, 10 Apr 2000 22:08:38 -0400 Allan Goodall <agoodall@interlog.com>
writes:
>During my GenCon scenario playtest we encountered an interesting 
>situation.
>The Japanese player had extracted enough soldiers to draw. With one 
>last
>missile, the NSL player fired at the remaining VTOL transport, hitting 
>it but
>not penetrating it. The transport rolls a 2 on the +2 Confidence test 
>(Veteran
>2, needing >4 on a D10 to stay) and aborts his mission.
>
>This got us into a discussion of aerospace vehicles and the nasty 
>Confidence
>Test that can have them abort even the most important of missions. 
>This rule,
>in fact, is part of the reason I don't use ADE in the scenario. I 
>don't want
>the Japanese player losing the scenario simply because the transports 
>were
>shot down (or worse, bug out) before reaching the battlefield.
>
>So, I came up with the following house rule:
>
>All aerospace craft have morale levels. They (usually) start at 
>Confident.
>When an aerospace vehicle must make a +2 Confidence Test, it does so, 
>but if
>it fails it does NOT immediately abort. Instead it drops morale levels 
>like a
>normal unit. 
>
>If the aerospace unit is Confident or Steady, it operates as normal. 
>If it
>becomes Shaken, it immediately moves from the table top to the Loiter 
>Box. In
>order to leave the Loiter Box to move to the table top, a Shaken unit 
>must
>make a Reaction Test in the same way a Shaken unit must make a 
>Reaction Test
>to move towards the enemy. If the aerospace unit becomes Broken or 
>Routed, it
>aborts the mission.
>
>This gives more flexibility while not complicating the game. In fact, 
>it
>slightly simplifies it because aerospace units now behave almost 
>exactly like
>ground units.
>
>I look forward to questions and comments!
>
>
>Allan Goodall			agoodall@interlog.com
>Goodall's Grotto: http://www.interlog.com/~agoodall/
>
>"Surprisingly, when you throw two naked women with sex
>toys into a living room full of drunken men, things 
>always go bad." - Kyle Baker, "You Are Here"

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