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[SG2] simplified rough-cut overwatch/snap-fire rules

From: "Barclay, Tom" <tomb@b...>
Date: Tue, 2 Jan 2001 12:02:23 -0500
Subject: [SG2] simplified rough-cut overwatch/snap-fire rules

Hi all

Those who've travelled the web in search of SG2 resources may have
encountered my first cut at overwatch rules. They worked but were
actually
more complex than the variant I use now and I added some stuff cribbed
from
draft FMASkirmish. 

So, here we go, Overwatch II, by Me. 

A unit (or detachment or single figure for that matter) may enter
overwatch
at the cost of 1 action. It must be the last action of the elements
activation. It is considered a firing action and therefore one cannot
have
fired beforehand. 

A unit in overwatch that wishes to react to an action in front of it
(generally moves or fire combat, other actions not being obvious enough
to
spark a fire attack) may attempt to do so. Roll a TL0 reaction test to
engage the target. You could penalize this test to TL+1 if the target
element moved less than 2" in view of the overwatching unit. 

If the unit succeeds, conduct an immediate fire combat on behalf of the
overwatching unit. The overwatch counter is then removed from the unit,
as
it has fired. If the unit fails, it didn't react and is still on
overwatch.

Optional add ons:
1) SAWs, APSWs, etc - sustained fire weapons may stay on overwatch where
the
rifles in the squad, having fired, are considered to be taken off of
overwatch. This gives some of the advantage such weapons were designed
to
have. 
2) If using 1), you may also drop the firepower die by one shift each
fire
action until further overwatch fire is impossible even for sustained
fire
weaponry - even it gets overwhelmed at some times - bug hordes come to
mind....
3) If you are particular, you may want to get a small counter with an L
shaped 90 degree indication on it and place it so as to indicate the 90
degree area your unit wishes to overwatch. I don't bother, I just let a
unit
react to anything it could reasonably be considered to see and make it
make
a spot roll if I have any doubts.
4) Involuntary triggering: Green or Untrained units, fatigued units, or
units on ambush for a protracted period that see something happen (move
or
fire) MUST roll a TL1 test NOT to fire if they don't wish to react.
People
get jumpy if they are poorly trained or are tired. 

Reaction Fire

Reaction or Snap Fire occurs when a unit sees something in front of it
and
wants to react, even though it is not their turn to move. In order to do
so,
the unit must not have acted yet this turn and must indicate it wishes
to
initiate snap fire. Then a TL2 reaction test is made to attempt the snap
fire (which can be modified by TL+1 if the target exposure is less than
2"
of movement in view). Whether this test is passed or failed, that unit
is
considered to have used its entire activation. If the test is passed,
the
unit conducts a fire action against the target unit, and then is
considered
to have completed its activation. 

Combine these two rules and you have a very interesting game where
cover,
manouvre, massing of forces at key locales, suppression, and smoke
become
very important. 

Tomb

------------------------------------------
Thomas R. S. Barclay
Voice: (613) 722-3232 ext 349
e-mail: tomb@bitheads.com

2001: To the New Millenium! The next thousand years
are MINE. 
------------------------------------------


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