I recently had a pleasant surprise when I was mentioned in a podcast - Effekt (21 June 2021 edition) - [link below] and they have asked me to be a guest on a later edition of the show.
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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. Jason Weiser runs a great blog that deals with gaming Twilight 2000 in miniature. It's well worth a look (and he's mentioned me in the current post! LOL).
Coming soon - converting a HMMWV to the HMMWV FSV. The FSV mounted a 25mm Bushmaster cannon directed using a TV camera with the crew in the hull. Unfortunately the recoil was too much for the chassis and the project was cancelled. It featured in the first two editions of Twilight 2000 but nobody makes it in 15mm, hence the conversion.
As part of my work looking at reviewing Twilight 2000 (Alpha edition) I'm now looking at equipment. While I was looking at the weapons I had a thought regarding ATGMs. Currently they hit instantly which is a little unrealistic. My proposed rule is: ATGMs are fired as normal but no roll to hit is made. Until the same count on the next round the missile is in flight. If the missile is not fire and forget it will automatically miss if the firer becomes suppressed. If this does not happen the roll to hit is made as a slow action for the firer (borrowing from their next action if initiative has changed and they have not acted). If the firer acts before the impact they must save their full turn to use when the correct count is reached). The modifiers are based on the state of the target at the point of impact not when firing. Simple and reflects ATGMs better. Design notes: * I considered using different flight times but this felt over complicated. * Using the same count not the firer's next action stops the issue of swapping initiative to game the flight time. Feedback welcome. I've been thinking a bit about this. The rules under linguist give the character the ability to speak as a native. Under generation it notes that some characters may speak other languages to a limited degree.
A thought for character creation might be to allow characters to learn a language during generation. My suggested mechanism is to roll against INT at age 18. This may not be pushed. If it succeeds then the character speaks an extra language for each success. Also I plan to allow characters to have a partial language ability (clearly foreign and might stumble over words giving a -2 penalty to skills involving communication) in two languages by sacrificing the ability to speak a language fluently (and no you can't sacrifice your primary language). Thoughts? |
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