Sunday, 21 January 2018

Musing about things


This isn't related to any project in particular.


Infantry firing mechanic:

When a squad fires, roll 2D6.

If either die scores a 4, remove a figure from the target squad per 4 rolled. 

Take the highest of the two dice, add any bonuses the squad has (quality, weapons, mg) and compare to a target number based on cover.

Target is pinned if you beat the score. 

If a pinned target is hit again, they become suppressed.
If a suppressed target is hit again, they break. 


Example:
My GI's fire at some Krauts hiding in the woods.
I roll a 3 and a 5, so my die is a 5. 

My guys are Regular, so no fire bonus.
They have semi-auto rifles (+1) and a single automatic (the BAR) for no bonus.

So my total score is a 6.

The krauts are in soft cover (target 4) so they are now pinned down. 

* * * * *

Example 2:
A Kraut MG opens up from the flank.
They roll a 1 and a 4.
Their die is a 4 and I must remove a guy.

The Krauts are Veterans (+1) and a MMG gives them +2 for a total score of 7.

My guys are in hard cover (target 5) so they are now pinned down. 

* * * * *

Various thoughts

You could additional effects to beating the target number by a certain amount. 
Maybe beating it by 3 removes an additional figure or forces a "fall back" reaction.

Why 4's ? It's my favorite number. 

How do guys recover? Dice roll when activated? Leader ? Not sure yet. 

What are the effects of being Pinned or Suppressed ? Pinned can't move, Suppressed fires at -2.

How would assaults work?
Similar, but with more dice to start with. 

Does the number of guys firing matter?
No. Though squads below a certain size (5?) might roll only 1D6. 



Thoughts?