So I was looking through the various Squad Hammer pdfs I have checking on activation/suppression variants, and it appears we’ve been playing it wrong from the beginning!
Somehow, I got it in my head that anytime a unit wanted to act, it had to roll equal or higher than their current damage total. However, it doesn’t say this anywhere in any of the rules! Now, there’s a logic to it and it’s worked very well for us, so we might keep it as our house rule, but it will be interesting to play it “rules as written” and see how it feels!
Anyone else have activation/suppression variants they use?
Beautiful set up and pictures! Suppression is an advanced option P47. I find the withdraw activation gets little use. I am wondering if there should be a dice modifier for beating suppression to activate if calling a regroup or withdraw order. We use damage 12 for infantry and a D12+3 for suppression roll. I am wondering if it should be +4 for regroup, +5 for withdraw. I use lots of variants. To hit rolls modified by -1 to hit for each piece of terrain fired through. Same for spotting rolls but worst it can get is the equivalent of concealed so max +3 target number. I like games where about two thirds of initial forces get to activate. 2D6 drop lowest works well but if playing with 3D6 drop lowest getting circa ten activations before your opponent replies is overwhelming. I have started to split the activation roll in two. So if you roll nine activations, you take 5 then your opponent takes half of his activations then it comes back to you.