I am having another go at updating my SMLE WW2 Skirmish game. I had opportunity to play Bolt Action a few weeks ago. The game was set up as Ardenes, USA regular platoon plus 1 field gun defending an ammo depot at a river crossing. vs German veteran platoon plus Stug(H), Field gun, and Pak 40 on table. Additional tanks for both sides came on during the game.
I was playing the Americans. Units were on the table when I started. Most of my units were placed in woods. Others dashed to cover. All units were visible on the table. This buggered my Ambush orders as the Stug sniped my one Bazooka team before moving into range. They also took out my artillery spotter when the ref helpfully pointed out his hiding place. Twenty dice vs one chap! After that it was pretty much fire everything you've got, and buckets of dice.
Casualty rates are horrendous, gratuitous overkill, ineffective cover, short ranges for the figure scale. The Jerries won.
I can see why it's popular, it plays very quickly, the toys are pretty, and it is very well supported, but it didn't suit me. However, it did get me thinking about SMLE again. I have revised my rules for Cover and Concealment and added a Task roll for spotting Concealed elements. Further modifications are in process...
Cover and Concealment
Concealment or Soft Cover makes the target harder to see (and shoot at) but provides little protection from incoming fire. Figures in Soft cover gain a -2 modifier to hit.
For example: foliage, bushes, long grass, curtains or internal partitions.
Hard Cover provides physical protection to the target and may stop incoming fire. Figures in Hard cover gain a -3 modifier to hit. They may also get some protection from cover for effects of hits, but I have not looked into that yet.
For example: Foxholes, entrenchments, prepared positions, concrete, brick or stone walls and buildings, sandbags, barricades or vehicle armour.
If a target figure is moving into or out of cover, they are more difficult to hit. If a target figure could claim advantage for two or more different cover modifiers. e.g. Moving out of soft cover, into and out of sight into hard cover. Then just apply the modifier for the best cover. i.e. Hard Cover -3.
A team or figure that starts the game in Cover or Concealment should remain hidden until:
- They open fire;
- They move out of concealment in sight of an enemy unit;
- An enemy moves within Close Range (4 inches);
- They are located by a successful spotting attempt.
You can use a discrete marker e.g. a dice or counter to indicate the general location of a concealed team. Once revealed, the team or figure should be placed on the table.
Fire may be directed at a suspected enemy in concealment. Activation modifiers for being under fire are applied to the concealed unit. But no hits are counted against them until revealed.
Spotting Concealed Figures
A figure or team may attempt to spot a concealed enemy by making a To Hit roll against the suspected enemy position. One attempt per team is allowed each round. Appropriate To Hit modifiers can be applied to the roll. Special equipment such as binoculars or telescopic sights give a +2 modifier..
- If the roll is successful, and there are enemy at that location then one enemy figure is placed on table. If there are no enemy at that location this should be confirmed too.
- If the roll is successful and scores a double i.e. two sixes or two fives then the whole enemy team is revealed and placed on table.
- If the roll is unsuccessful, then no enemy are revealed but the team can attempt to spot again in the following round.
- If the roll is unsuccessful and scores a double i.e. two ones or two threes then no figures are revealed and no further attempts to spot may be made by that team against that position.
These rules would benefit from having a referee or umpire supervise the game.
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