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

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Tue, 2 Jan 2001 12:39:03 -0500
Subject: RE: [SG2] simplified rough-cut overwatch/snap-fire rules

You could use a rule-of-thumb to set the protracted period:
A unit that is on UNINTERRUPTED Overwatch for a number of
turns greater than thier quality die type:
Untrained: 4
Green: 6
Regular: 8
Veteran: 10
Elite: 12
turns must test to NOT to fire. If fatigued, shift the quality
die type down for the number of turns of uninterrupted 
overwatch before testing (i.e. a fatigued Veteran unit would
begin testing after 8 turns). This will also make it unlikely
that an entire unit will be on overwatch for a protracted time, 
as they will switch-off the duty to "keep cool".

-----
Brian Bell
bkb@beol.net
http://www.ftsr.org   
-----

> -----Original Message-----
> From: Barclay, Tom [SMTP:tomb@bitheads.com]
> Sent: Tuesday, January 02, 2001 12:02 PM
> To:	Gzg Digest (E-mail)
> 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. 
> 
[snip]

> Optional add ons:
[snip]
> 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. 
> 
[snip]

> 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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