I've been thinking about the degradation effect of wearing NBC suits. I'm thinking of adding some chemical warfare cards to the game (adding them to the random card deck). As a countermeasure troops can be ordered into NBC (or MOPP) suits PRIOR to the attack.
* Level 0 - no effect and have a 6+ save against chemical attacks * Level 1 - gain a 4+ save against chemical attacks but automatically count as having 1 activation before any command chits are placed. * Level 2 - as above but gain a 2+ save at the cost of having 2 activations * Shielded vehicles are treated as one level higher than they currently are. You could either track these separately or keeping it simple declare the level for the force at the start of each turn with the player who activates first declaring first. I'm thinking the chemical attack cards when played attack a random number of units (plus a smaller random number chosen by the player receiving it - this simulates drift, etc). Attacked units automatically take a morale token and unless they roll a save take a second.
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When I was building the S&S LAV-C2 it got me thinking about subordinate commanders in the game. Normally there is the option to have a single command unit on the table which gives a bonus of two activation tokens (with a penalty if it is destroyed). I started thinking how best to simulate extra command units (which might also help simulate NATO's ability to react faster than the Soviets). Here are my first thoughts, please feel free to comment.
* Subordinate command units cost 50% more than the base vehicle. * Each subordinate command vehicle adds one activation token at the start of the turn. Options I am considering: * The token is only added if the unit has no morale tokens on it at the start of the turn. * If the command unit is destroyed, immediately remove either one or two tokens from those not yet used. |
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