Re: [FMA - possibly SG2/DS2] spotted/observed rules concept
From: Glenn m wilson <triphibious@j...>
Date: Mon, 13 Nov 2000 20:47:32 EST
Subject: Re: [FMA - possibly SG2/DS2] spotted/observed rules concept
Stellar Conflicts and Uprisings by TCG has a mechanism for 'spotting'
enemy units. Somewhat different mechanics but same intent. You know
"it" is out there but until you 'spot' it you cannot shoot/hit it.
Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons.
Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be!
Resistance is EVERYTHING!
On Mon, 13 Nov 2000 19:16:29 EST "Peter Mancini" <peter_mancini@msn.com>
writes:
>Spotted vs. Observed
>
>Here is an idea I came up with after playing in a night drop gaming
>using
>Command Decision rules. I haven't tried it out fully so it is just a
>rough
>sketch for now. Basically something can be spotted without being
>observed.
>Example, you can hear machine gun fire from around the corner. You
>can't
>observe the gunner but with an active imagination you can visualize
>where he
>is and what weapon he is carrying. Spotted means you have a potential
>
>target, observed means you have a target in your direct line of sight
>under
>observation.
>
>On worlds with significant atmosphere one can expect the mechanical
>wave of
>sound to travel. To the clever ear it can bring useful information in
>a
>night game (substitute for fog or other low visibility). When playing
>a
>game with hidden movement and a referee try using the following
>concept.
>Rank events by the amount of signature they give off. Signature can
>be
>measured by sound, ground vibration and light flash.
>
>At the bottom of the signature list (least signature) would be troops
>walking on grass. At the top, 240MM artillery firing, by battery,
>with the
>2097th Regimental Band playing "God and Our Glorious Cannon." In the
>first
>case the signature travels perhaps a few meters. In the second case
>the
>signature travels a few kilometers. What makes them the same is, to
>certain
>observers they might no longer be hidden.
>
>Troops in hiding might hear the other troops walk past. They won't
>know if
>they are friendly or enemy, or exactly how many there are or even
>exactly
>where they are. However they will have a general indication that
>something
>is afoot.
>
>Here is another example. If someone or a group fires a weapon, that
>sound
>will be heard. A veteran or better will be able to tell almost
>instantly
>what kind of weapon it is, and perhaps it's type. This could give
>rise to
>suspicion of who owns the weapon. Example, U.S. Rangers dropped at
>night
>approach Bogainville. Suddenly out of the night air comes the crisp
>sound
>of a couple of MP-40's crackling away. They don't sound like
>Thompsons.
>The Ranger unit will know the general direction and the weapon type.
>If
>there is LOS then they might also see the muzzle flash.
>
>How do you game this? Well my approach is this: I consider the source
>of
>the signature. I then give it a scale of 1-20. 1 is a whisper and 20
>is
>something as horrific as a Main Gun blast from a tank. That signature
>cubed
>is the potential range in meters that the sound travels. At the high
>end
>that would be 8 kilometers. Every obstuction in the way multiplies
>the
>sound by a 1/2. What is an obstruction? A solid wall, every 50
>meters of
>trees, a trench the observer is occupying. I've created a chart in a
>spreadsheet that calculates the ranges based on the level of noise.
>
> Range in meters at which signature can be spotted
>Sound
Lvl 1 2 3 4 5 6 7 8
9
10 11 12 13 14 15 16 17 18
19
20
>UnObs 1 8 27 64 125 216 343 512
729
1000 1331 1728 2197 2744 3375 4096 4913 5832
6859
8000
>Obs1 0 1 3 8 16 27 43 64
91
125 166 216 275 343 422 512 614 729
857
1000
>Obs2 0 0 0 1 2 3 5 8
11
16 21 27 34 43 53 64 77 91
107
125
>Obs3 0 0 0 0 0 0 1 1
1
2 3 3 4 5 7 8 10 11
13
16
>
>UnObs = Unobstructed
>Obsn = Obstructed n levels. As you can see - once you get past 3
>layers of
>obstruction it becomes very hard to hear an event.
>
>When it is determined that a unit is within range of a sound event
>there are
>these possible results:
>
>Enemy Spotted, Identifies type, weapons, location.
>Enemy Spotted, Identifies type, weapons
>Enemy Spotted, Identifies Type
>Enemy Not Spotted
>
>I haven't worked out to my own satisfaction a table that does this
>last bit
>justice. I've tried a couple of things but it can be difficult. You
>need
>rules that say things like: weapon designation only known if weapon
>fired,
>etc.
>
>Give it a try with a paper based night game. Get a couple of friends
>together, give them maps, a squad and an objective they must shoot up.
> Have
>them write orders and pass them to you. This isn't too far fetched,
>in the
>year 2000 only a very few troops get issued night vision equipment.
>
>--Peter
>
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