Commercial News Forums Modern No End in Sight. Game mechanics breakdown Reply To: No End in Sight. Game mechanics breakdown

#8344
Avatar photoIvan Sorensen
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Again, thanks for posting the information here and the other thread. some questions: With the movement described, is the game played in a small playing area?I am guessing that a Squad is easily played and you don’t need a whole platoon? I play a bit of Vietnam games using just a six man LRRP team vs VC/NVA, so wouldn’t need that many leaders on the board. Having said that, a LRRP team has a Team Leader, and an Assitant Team Leader. Would the rules allow me to use either of them to get activation points? Or is the Squad/Section Leader the only one at that level that can give orders as it were? Hiding and Spotting: are there any rules to cover this? LRRP teams like to hide, and it is important to some of the scenarios I play, so I am hoping there is something in the rules to cover this. Those are the only questions I have at the moment. The more I learn about the rules the more I like the sounds of them, especially as the activation system would work perfectly for solo games too.

 

Play area: Yeah, it’s intended for a play area between 2×2 and 3×3 feet. So movement ranges are kind of short because you’re darting from cover to cover.

You don’t need a platoon if you break down the elements a bit. If you have one squad, treat them as two separate entities. There’s some notes on that, but basically the team leader can act as a leader just fine, if that’s how you set up the scenario.

The squad leader would then be the “platoon leader” role, being able to activate men from both teams.

 

Sadly, no stealth and hiding. I’ll try to put something together and put it online as a freebie. The main focus as it stands now is when the two formations are at close quarters and the fire fight has begun.

That being said, it wouldn’t be dreadfully hard to improvise.

 

Kyote – I’ll do a bit about vehicles tomorrow. For now, vehicles are pretty generic (from the perspective of an infantry commander, a tank is a tank). You have traits you can apply to differentiate them a bit though.

Vehicles function as a squad in their own right, with combat being quite deadly. After all, on a typical gaming table, your tanks are maybe 200 meters apart at best. Point blank even for a T55.