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Tuesday, December 24, 2013

Fleshing out your Troops

Sorry for the long absense since my last post.   I have been delayed by Murphy ( 1: Left my Camra Charger & Battery at my Sisters house & haven't had time to go see her 2: Moved into a new place. 3: Been busy with hobby projects 4: then the rest of real life. )
This post is an attempt to put a touch of realism into Wargame Forces.   Combat Troops are Trained in most Military or Para-Military Organizations.  Very few games represent this & many players ignore this fact in games which allow them to create there own forces.


Gruntz is one example of such a Game.  I always try to Keep all a Units Attributes Consistent with the Overall Troop Quality. This makes the unit more like real troops, as any Professional Soldier or even A Gorilla Fighter in most cases is not a Complete idiot.  Every Soldier must be able at least Maintain his Standard Equipment & as for Elite Troops they Are Specialist.  I personally think that all the stats should be within 1 or at the most 2 Grades of Quality & personally use this as a Guideline (this means within that an elite soldier Other Stats must at least be at the Level of a Veteran) Unless the Units Background Reasonably Explains the Variation in the Stats.  I have added special action that use the Skill Statistic of the Unit Some Examples include.
1: Anti Infantry Mine Fields for Detection  if Failed the unit Takes a Hit.
2: Anti Vehicle Mine Fields for Detection  if Failed the unit Takes a Hit as well.
3: Combination Mine Fields for Detection if Failed the unit Takes a Hit.
4: Command Detonated & Directional Mines (Missile) for Detection if Passed the unit has + 1 to its Guard Versxes the Skill of the placing troops Takes a Hit
5:Anti Infantry or Command Detonated & other Directional Mines for Detection if Passed the Target Unit Gains +2 Soak as they Take Cover Everything in the Cone Takes a Hit Damage is Determined By the Distance from the Mine.
6: Command Detonated & Directional Mines ( Missile ) Placement may be placed in some cases.
7:Anti Infantry or Command Detonated & other Directional Mines Placement & Use if Skill Test is Passed Everything in the Cone Takes a Hit Using Damage is Determined By the Distance from the Mine as well as Causing the Unit to Test for Condition Brown & if they do not enter Condition Brown They Must Go Prone & May not activate in its Next Turn.
8: Digging in or Fortifying your position Giving a Bonus to a units Guard
9: Prepare Camouflage Positions Skill is Used to detect the Hidden Enemy Units If the test is Failed They Must Pass A Mental Test to Fire at that unit & are at -3 Shoot Skill.  Once the Unit is detected (Any Action other Than Cover Fire or No action) They Gain +1 Guard as long as they do not move.
10:  Ambush Scenarios Start in a Prepared Camouflage Positions take a Skill Test if Passed Enemy Must Test Verse 9 Above as they are a Hidden Enemy Units.  If Failed The Unit is Visible to the Enemy & Exposed and May not Fire at an enemy Until Fired upon prior to Turn 2 & even after Turn 2 the Target unit Gets a free Shoot at The Exposed  before they Fire for the First Shot Only.
Note: That Most of these Skills are Only Available in The Game if the Scenario Allows (Narrative Story line Makes Sense).