Dragon Fight, Slammer and other Games. A blog for games I have designed or played.
Showing posts with label SMLE. Show all posts
Showing posts with label SMLE. Show all posts
Friday, 7 August 2015
Slammer - Activation Table explained
As part of the Star Force project I proposed creating an edition of Slammer using the Solar Federation / Ramorian Empire setting. This would include unit and equipment stats for troops and vehicles tied to proposed figure range. To help get my head around it all I printed off a copy of Slammer. Somehow a paper
copy seems much more tangible than the digital copies I have been playing with for years. Skimming through the paper rules I noticed something missing. I have been following the rules design discussion on Delta Vector and I wanted to check how Slammer treats troops reaction and opportunity fire.
I have always played the Activation Table so a higher Activation unit can make an early interrupt and take their turn before a lower Activation unit if necessary. I have always assumed this was written into the rules, but I could not find it.
I had to go back through the Yahoo Group message archive to 1999 before I found it written down in response to a player's query about the turn sequence.
I have attached the relevant passage below and emphasised the key bits.
When we first tried Slammer the turn sequence was reversed so higher activation troops moved first. This really didn't work. The best units became instant opportunity targets for every unit on the board and got cut to pieces before they could achieve anything. Lower activation troops have much more limited options, moving them first gets the 'compulsories' out of the way. If they are going to run or fall back, it's worthwhile giving them a head start then keep them running rather than catching them and having to fight. If your high activation unit is afraid they might get away you have the option to opportunity fire and shoot them as they run. If a low unit is firing they may be limited to return fire or panic fire and this is largely ineffective anyway. It's not a race to see who gets off the first shot!
Also a higher activation unit can choose to move at a lower activation level. Units can choose any of the options at their activation level or less, even an option that is nominally unfavourable, e.g. fall back.
I don't think this is stated clearly enough in the rules but it does happen in games I've run that a high activation unit chooses to make its move as an early interrupt, rather like opportunity fire.
I think this needs repeating and adding to the rules because it's not clear at all. This can make quite a difference to the way troops react to opponents and gives players a bit more to think about rather than just waiting their turn.
Monday, 8 June 2015
Slammer SMLE - Troop Quality
Troop Quality
Each element requires a troop quality rating that represents the general level of training and experience of the figures in the unit. In a section level game you may want to give each figure its own rating, to represent the figures individual fighting ability. The entire team should still have a troop quality rating for Activation purposes. This should represent the majority or average level of the figures in the team. (Elite round up; Others round down.)
For a platoon level game, all the figures in a team should have the same rating.
Leaders, Heroes or other significant individuals should always be given an individual quality rating. These may be different from the other figures in their team.
Suggested Troop quality ratings and typical examples are as follows:
Non-combatants
Very few wars take place in a vacuum, anywhere worth fighting over has people living there already. Mostly they will try to avoid the fighting, but sometimes the war comes to them. They may try to avoid your troops or come to you for help or need protecting. Unarmed civilians can be dangerous in numbers if they are provoked to outright hostility.
e.g. Ordinary folks, refugees, angry citizens, civilian contractors, rioters, innocent-bystanders, camp-followers, prisoners/hostages/victims, charitable aid, disaster relief, medics or nursing staff, etc.
Non combatants may also include journalists or political observers embedded with active troops.
Untrained
Figures with no formal military training and little or no combat experience. Armed civilians are usually rated as untrained. Untrained may also include Insurgents, irregulars and or tribal units. These may have some familiarity with their weapons but have little experience of being shot at by capable opponents.
Guerrillas, Partisans, Insurgents, tribal irregulars, volunteers, resistance fighters, criminals/ terrorists, etc.
Green
Figures that have completed a programme of basic military training but have little or no front-line combat experience; May include troops from second-line or supporting services, or new reinforcements in a frontline unit.
Reservists, Militia; Garrison troops, New recruits; Irregulars; Corporate Security; Civilian Police*;
Gangsters; Terrorists.
[* while Police might be treated as Green in a military situation, they may be Elite motivation.]
Trained
Fully-trained competent troops and regular soldiers;
Trained is assumed to be the default level for teams in SMLE , they gain no additional modifiers or incur any penalty. Most regular Military types would be rated as trained.
Veteran
Combat experienced well trained professional soldiers, Long service soldiers who have served a tour of duty in a combat zone. In most armies the Veterans will tend to be section or platoon leaders whilst the majority of the unit are trained or green.
Generally poorer troops should be organised into larger teams; e.g. Green = 4 - 6 figures.
Better quality troops i.e. Veteran and Elite may form smaller teams of 2 - 4 figures.
This is intended to simulate the higher level of initiative and self confidence in better quality troops.
Note, if a team has a support weapon e.g. LMG, Mortar, etc. that counts as one figure.
Note, if a team has a support weapon e.g. LMG, Mortar, etc. that counts as one figure.
For Example:
A typical trained infantry team would be 3 to 5 figures.
A special forces section of 4-6 figures might have 2-3 veteran teams of 2-3 figures each.
A partisan group of 10-12 figures would have 2 green teams of 4-6 figures.
An non-combatant group of rioters or refugees could be treated as a single mob of up to 12 figures.
Our example British Infantry Section could be played as two Trained teams, The section corporal with 4-6 riflemen and the lance corporal with two men running the Bren gun.
Our example British Infantry Section could be played as two Trained teams, The section corporal with 4-6 riflemen and the lance corporal with two men running the Bren gun.
In a set scenario the Troop Quality should be determined before the game starts, or may be randomly determined at the start of a game.
For example;
The British Infantry section mentioned previously rolls 1D6 for each element as follows:
1,2
|
Green
|
New recruits & casualty replacements
|
2,3,4,5
|
Trained
|
Troops who have been in the unit long enough to know their way around
|
6
|
Veteran
|
Experienced troopers who have been through a few hard fights
|
In addition one roll should be made for the section leader with a +1 dice modifier.
Wednesday, 3 June 2015
Slammer vs Bolt Action ?
At my local Games club last week, I was watching a game of Bolt Action, 28mm WW2 skirmish(?). Russians and Germans fighting through a village on a crossroad.
Lots of pretty toys and very nice terrain. It seemed to play quickly with a minimal reference sheet and a bucket load of funny dice. The apparently random initiative and lack of overwatch or reaction to enemy movement seemed very strange to me. Also the shooting ranges seemed very short for the figure scale. I got the impression that a MG couldn't shoot from one end of a cottage to the other!
It's got me hankering to re-try Slammer S.M.L.E. I don't know if I can persuade my club comrades to try my rules but I suspect it would give them a very different game.
With that in mind I have started reappraising SMLE and may have an updated version or work in progress up here soon.
http://chrisnicolegames.blogspot.co.uk/p/smle-skirmish-rules-for-ww2-and-c20.html
I took Grandson Logan (12 yo) to the club last Tuesday evening.
We played Dragon Fight,
He won.
:o)
Now he wants to try WH40K...
Lots of pretty toys and very nice terrain. It seemed to play quickly with a minimal reference sheet and a bucket load of funny dice. The apparently random initiative and lack of overwatch or reaction to enemy movement seemed very strange to me. Also the shooting ranges seemed very short for the figure scale. I got the impression that a MG couldn't shoot from one end of a cottage to the other!
It's got me hankering to re-try Slammer S.M.L.E. I don't know if I can persuade my club comrades to try my rules but I suspect it would give them a very different game.
With that in mind I have started reappraising SMLE and may have an updated version or work in progress up here soon.
http://chrisnicolegames.blogspot.co.uk/p/smle-skirmish-rules-for-ww2-and-c20.html
I took Grandson Logan (12 yo) to the club last Tuesday evening.
We played Dragon Fight,
He won.
:o)
Now he wants to try WH40K...
Where did I go wrong ?!!
:o(
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