{"id":2496,"date":"2014-01-20T21:05:43","date_gmt":"2014-01-20T21:05:43","guid":{"rendered":"http:\/\/bucksurdu.com\/blog\/?p=2496"},"modified":"2014-01-20T21:05:43","modified_gmt":"2014-01-20T21:05:43","slug":"some-new-thinking-on-the-wwii-skirmish-rules","status":"publish","type":"post","link":"https:\/\/www.bucksurdu.com\/bucksblog\/2014\/01\/20\/some-new-thinking-on-the-wwii-skirmish-rules\/","title":{"rendered":"Some New Thinking on the WWII Skirmish Rules"},"content":{"rendered":"<p style=\"text-align: center\"><a href=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/DSC_2261.jpg\" class=\"broken_link\"><img loading=\"lazy\" class=\"aligncenter  wp-image-2497\" title=\"DSC_2261\" src=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/DSC_2261-1024x685.jpg\" alt=\"\" width=\"491\" height=\"329\" \/><\/a><\/p>\n<p style=\"text-align: left\">We had a chance to play G.A.M.E.R. this weekend. \u00a0All the way home from Charlotte I was thinking about the tweaks I want to make. \u00a0Today I spent a little time on the computer making those changes. \u00a0I wanted to improve the way hand-to-hand combat worked. \u00a0I wanted to make a few small changes to the action deck. \u00a0I also wanted to put the effects of non-penetrating vehicle hits on the cards. \u00a0Finally I wanted to make a better unit roster.<\/p>\n<p style=\"text-align: left\"><a href=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/WWII-Card-Idea-v9.jpg\" class=\"broken_link\"><img loading=\"lazy\" class=\"aligncenter size-full wp-image-2498\" title=\"WWII Card Idea v9\" src=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/WWII-Card-Idea-v9.jpg\" alt=\"\" width=\"180\" height=\"252\" \/><\/a><\/p>\n<p style=\"text-align: left\"><strong>Changes to action deck cards:<\/strong><\/p>\n<p style=\"text-align: left\">You can see three of the four changes to the action deck cards above. \u00a0The first is that I labelled the large, medium, and small bursts \u00a0to make it easier for players to distinguish them quickly, especially in their first game. \u00a0Second, added one more modifier, or column shift, for firing. \u00a0That shift is a shift to the right if the leader is not present. \u00a0This might be applied if the leader is stunned, is firing his weapon, is dead, or for whatever reason is not directing the fire of his squad. \u00a0The third change was to change the labels on the &#8220;table&#8221; of bubbles on the top of the card. \u00a0They had been labelled E, V, and T for expert, veteran, and trained, respectively. \u00a0Since units&#8217; and soldiers&#8217; Guts attributes were labelled Elite, Regular, and Green, this created confusion. \u00a0Now Guts, Accuracy, and Melee use the same semantic labels: \u00a0Elite, Green, and Regular.<\/p>\n<p style=\"text-align: left\"><strong>Vehicle combat:<\/strong><\/p>\n<p style=\"text-align: left\">I have codified the process for shooting at vehicles:<\/p>\n<ol>\n<li>Flip a card to see if you hit the target vehicle, just like normal small arms fire.<\/li>\n<li>If you hit, flip the NEXT card to determine the location on the vehicle.<\/li>\n<li>Consult the vehicle record sheet to determine the protection value for that part of the target vehicle.<\/li>\n<li>Roll a d10 (or flip a card and look at the d10 toward the top left) and add the attacking weapon&#8217;s penetration value.<\/li>\n<li>If this sum is greater than the vehicle&#8217;s protection, the hit penetrates.<\/li>\n<li>Flip the NEXT card. \u00a0If you see a large explosion, the vehicle is destroyed, the crew is killed, and the other players rejoice. \u00a0If you do not see a large explosion, bad things happen (to be defined). \u00a0In addition, roll TWO crew casualty dice. \u00a0For each hit indicated on the crew casualty die, flip another card, ignoring cover, to determine which crewman was hit and how badly he was hit.<\/li>\n<li>If the hit does not penetrate, apply the results from the hit location card draw to the vehicle as non-penetrating hit damage. \u00a0In addition, roll ONE crew casualty die. \u00a0or each hit indicated on the crew casualty die, flip another card, ignoring cover, to determine which crewman was hit and how badly he was hit. \u00a0This may result in too many crew casualties for non-penetrating hits, so I need to test it out. \u00a0The math seems about right, but still want to see how it works on the table.<\/li>\n<\/ol>\n<p>A crew casualty die looks like this: \u00a00, 1, 1, 1, 2, 2.<\/p>\n<p><strong>Hand to Hand Combat:<\/strong><\/p>\n<p>Note on the card above that there are the five little bubbles under the cartoony-looking tank. \u00a0This is used to determine which target person was hit. \u00a0I plan to also use this for hand to hand combat. \u00a0Here&#8217;s how I think it will work. \u00a0Each player flips a card. \u00a0The position of the bubble indicates your initial hand to hand value. \u00a0In the card above, that would be 5. \u00a0Modify this result as follows:<\/p>\n<ul>\n<li>-1 if you are suppressed or stunned<\/li>\n<li>-1 if you are wounded<\/li>\n<li>+1 (for each additional figure, to a max of 3:1) for each extra figure you have fighting a single enemy figure<\/li>\n<li>+1 if you are defending some sort of cover<\/li>\n<li>+ the hand to hand rating of the figure&#8217;s weapon. \u00a0A pistol or SMG have a positive modifier to hand to hand combat. \u00a0A crew served weapon has a negative modifier.<\/li>\n<\/ul>\n<p>The winner draws a card to determine what type of wound he inflicted. \u00a0In addition, the loser is pushed back an inch and the victor has the option of advancing. \u00a0In this way, the victor can push his way over a wall, through a door, etc. \u00a0If the result is a tie, all figures are pushed back an inch.<\/p>\n<p>I&#8217;ve also been considering some sort of roll to close, but instead, I think I&#8217;ll let the defenders make a reaction check. \u00a0If they pass, they may fire at the oncoming enemy, but they will be stunned in the upcoming melee.<\/p>\n<p><strong>Improvements (hopefully) to the Unit Record:<\/strong><\/p>\n<p>GAMER is meant to be played at three levels of complexity. \u00a0The first two are represented on two unit records shown below.<\/p>\n<p style=\"text-align: center\"><a href=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/Slide1.jpg\" class=\"broken_link\"><img loading=\"lazy\" class=\"aligncenter  wp-image-2499\" title=\"Slide1\" src=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/Slide1.jpg\" alt=\"\" width=\"447\" height=\"382\" \/><\/a><\/p>\n<p style=\"text-align: left\">In the most complex case, each figure has its own attributes, so the card is quite a bit larger.<\/p>\n<p style=\"text-align: center\"><a href=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/Slide2.jpg\" class=\"broken_link\"><img loading=\"lazy\" class=\"aligncenter  wp-image-2500\" title=\"Slide2\" src=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/Slide2.jpg\" alt=\"\" width=\"427\" height=\"353\" \/><\/a><\/p>\n<p style=\"text-align: left\">I actually have a version of this card with the top half upside down so you can print it, cut it out, and fold it in half. \u00a0All three cards are 3&#8243;x5&#8243; when cut out. \u00a0A player would normally command a squad, perhaps more, so he would need two of these little cards.<\/p>\n<p style=\"text-align: left\"><strong>Chart Card?<\/strong><\/p>\n<p style=\"text-align: left\">Along those same lines, I&#8217;ve been see how much information needs to be placed on a chart card. \u00a0So far, it&#8217;s not much, and it fits on a 3&#215;5 card too.<\/p>\n<p style=\"text-align: left\"><a href=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/GAMER-Chart-Chard.jpeg\" class=\"broken_link\"><img loading=\"lazy\" class=\"aligncenter size-full wp-image-2501\" title=\"GAMER Chart Chard\" src=\"http:\/\/bucksurdu.com\/blog\/wp-content\/uploads\/2014\/01\/GAMER-Chart-Chard.jpeg\" alt=\"\" width=\"505\" height=\"308\" \/><\/a><\/p>\n<p style=\"text-align: left\"><strong>Extra Dice:<\/strong><\/p>\n<p style=\"text-align: left\">JJ suggested something this weekend, that worked pretty well. \u00a0He felt like the attacker didn&#8217;t have any advantage. \u00a0He suggested that the attacker rolls two activation dice for each of his units. \u00a0When a card is drawn that matches either of the numbers, the player gets to decide to use that die and discard the other or discard that die and keep the other. \u00a0The decision must be made right then. \u00a0This helps ensure that the attacker doesn&#8217;t bog down just because of bad luck with the activation deck. \u00a0It seemed to work pretty well, and I&#8217;m anxious to try it again. \u00a0This might be something that applies for the entire game, the first x turns, or until some trigger event occurs during the game. \u00a0Still thinking on this one.<\/p>\n<p style=\"text-align: left\"><strong>Reaction and Opportunity Fire:<\/strong><\/p>\n<p style=\"text-align: left\">I really dislike opportunity fire in games. \u00a0It is nearly always abused. \u00a0My plan with GAMER was that the player could attempt to interrupt the movement of another unit. \u00a0First, the moving unit must move at least half of its allowable move that turn. \u00a0Then the reacting player announces that he wishes to conduct reaction fire. \u00a0For each figure attempting to react, the player rolls 1d6. \u00a0If the result is less than the figure&#8217;s reaction number, the figure may fire, but them marks himself as stunned. \u00a0This is so that when the figure next activates, he would remove the stun instead of acting, since he essentially took is action early. \u00a0Of course figures that are already stunned cannot do this. \u00a0The players seemed to think that there needed to be some sort of &#8220;wait&#8221; or &#8220;overwatch&#8221; action that a unit could take that would let it fire automatically and essentially pay for the reaction fire in advance rather than in arrears. \u00a0This is exactly the kind of thing that gets gamey and annoying that I was trying to avoid, but I&#8217;ll ponder it before making a final decision. \u00a0I thought what we did worked just fine.<\/p>\n<p style=\"text-align: left\">So those are my thoughts for now. \u00a0Come by my table at Cold Wars on Sunday morning to see how it plays.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We had a chance to play G.A.M.E.R. this weekend. \u00a0All the way home from Charlotte I was thinking about the tweaks I want to make. \u00a0Today I spent a little time on the computer making those changes. \u00a0I wanted to improve the way hand-to-hand combat worked. \u00a0I wanted to make a few small changes to &hellip; <a href=\"https:\/\/www.bucksurdu.com\/bucksblog\/2014\/01\/20\/some-new-thinking-on-the-wwii-skirmish-rules\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Some New Thinking on the WWII Skirmish Rules<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[4],"tags":[],"_links":{"self":[{"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/posts\/2496"}],"collection":[{"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/comments?post=2496"}],"version-history":[{"count":0,"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/posts\/2496\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/media?parent=2496"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/categories?post=2496"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bucksurdu.com\/bucksblog\/wp-json\/wp\/v2\/tags?post=2496"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}