Well, I have the first part of the rules ready for publication. This covers die rolling conventions (which will be at least vaguely familiar for Twilight 2000 V4 gamers) and the infantry movement rules. Let me know what you think.
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Well I tried a test game of my new large combat rules for Twilight 2000.
Basic overview: * Units have a base move of 4" but may try and rapid move at the risk of not moving at all. * Terrain is split into area cover that slows movement to half and linear terrain that must be rolled to cross (simulating the difficulty of getting troops to move out of cover). * Units can stay stationary (no effect on shooting), move (firing at a -2 penalty) or rapid move (no firing). * Cover has two effects on firing, making it harder to hit (you need to see them) and harder to kill (it stops bullets) - these are rated differently by type. A wood gives -2/+1 while a stone wall is -1/+2. * Modifiers are by adding or removing steps on the die. For example a D10 with a -1 drops to a D8. * A roll of 6+ is a success and a roll of 10+ counts as two successes. * Firing is rated by unit with most units rolling two dice based on armament and training (usually D10). Each stand has a rate of fire rating that allows extra D6 to be added to simulate high rates of fire. * Rolling more than one 1 causes a bad effect to occur (if only a single die is rolled then a single 1 causes this). For example using extra ammo dice increases the chance of a hit but at a risk of dropping to low ammo (which if it drops again indicates out of ammo). * If hit troops roll their defence dice (usually 2D8 upped to 2D10 for body armour). Each success cancels a hit. * If hit and saved a unit is suppressed and must spend the next turn trying to recover. Leader stands give a bonus here based on distance and LOS. Conclusions from game 1: * Linear obstacles are great at messing up co-ordinated movements. * Area terrain makes you slow but safe. * Being caught in the open is deadly. * Ammo dice can really up the chance of suppression but a lot of units using this went low on ammo and one ran out just before the assault went in! * It plays fast, I completed a game of 2 platoons verses 1 in 45 minutes. * It can be heavy on dice rolling. |
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