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Author Topic: SSPBI  (Read 473 times)

martin goddard

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SSPBI
« Reply #15 on: November 07, 2019, 04:56:59 PM »
SSPBI is still the working title. It will stick in the mind? Other options (based on recent industry trends) include "The Maltese Falcon", "Glorious Basterds", "Men behaving badly",  "Mein Kampf", "Led Zeppelin 4" and "Last of the Mohicans".

Some initial ideas that might help enthuse potential players.

opposition = the non-player bad guys that you fight against.

1. Opposition put into 4 "packets".  Not literal. Appear and disappear as packets. Disappear as a response to pressure. Makeup of packets will not be evenly distributed.
2. Players are always attackers.
3. Opposition assets are randomised in their choice. i'e type is randomised as is number of D6. Then the D6 are rolled.
4. Motivation like SCW.  i.e give out AP first to all three choices. Then carry out those choices.
5. Scenery movement?  OR scenery unidentified until visible.
6. Still favour the "platoon per player" option.
7. January games infantry only.
8. Victory criteria ideas (things that are tangible)
a. Pressuring packets to disappear.
b.destruction of enemy.
c. Objective seizures
d. Buildings "searched".
e. Opponent that damaged partner engaged.
f.  Partner supported to rear.
g.
9. Rules for what the opponent will treat as priority target.
10. Dice pools for opponent?
11. Countdown D6 with re-roll system.
12. Scenery done, then direction of attack determined with a random part too.
13. Some random reaction tables with "cantered" probable results, but with some wild actions too. Maybe following national tactical stereotypes.  e.g frontal assaults by Russian infantry, trap ambushes by German SS, Japanese popping up from nowhere....


All just ideas. 
No RFCM rule set survives in its entirety after first contact with the play testers. :)


Colonel Kilgore

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Re: SSPBI
« Reply #16 on: November 07, 2019, 05:24:14 PM »
Martin,

I'm liking the way this is shaping up. A few responses (and I'll try to get my numbers aligned correctly this time!):

1. sounds like a good start - may well change, presumably, with play-testing and/or scenario (e.g. "threat level")
2. yes
3. may also be some set by scenario (e.g. "hunt the Tiger")?
4. yes
5. would prefer "undetected" to dancing forests - this isn't Macbeth...
6. yes
7. yes!
8. maybe some other "partner assist" criteria e.g. rescuing a pinned same-side squad?
9. sounds essential - maybe some randomness should be included too to avoid some likely "gaming" of too rigid / predictable a rule?
10. why not!
11. as above
12. maybe need to relate direction of attack to scenery placing e.g. could be a "strongpoint" attack (village) or linear defence line to assault or fluid (hunt down the survivors before they exit the board)?
13. a big YES to random reaction and YES to national stereotypes, please!


Stewart 46A

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Re: SSPBI
« Reply #17 on: November 07, 2019, 05:37:35 PM »
My thoughts/ideas/DREAMS

FORCES - As per Company Architect
        Vet - 2 platoons
        Average - 3 platoons
        Raw - 4 platoons

ASSISTS
Extra Units as per SCW
Assist as per force list

SCENERY
Road - D6+1 for row, D6+1 for Column re-roll 1ís and 6ís
All scenery 12x6Ē templates
2 gentile  hills
2 rough hills
8 woods
4 buildings
Placement D6+1 for row and D6+1 for column for 6Ē square, part of template must be in this square, buildings can overlap roads, if canít be placed then re-roll

PARTIAL
Each player has 12 x 6Ē squares to place - boshes/ fence/ walls etc

OBJECTIVES
Cross roads
Building and bunker placed like scenery 6Ē template

ENEMY
each player places 12 markers - after placement must have
Minimum 1 in each objective
Minimum 1 in proximity to each objective
Nil in row 1 (defenders edge)
Minimum 1 in row 2
Minimum 2 in row 3 and 4
Minimum 4 in row 5,6 and 7
Nil in row 8

At the start of each turn
Roll for Enemy asset -
6 = tank placed on defenders base row
4 = anti tank gun placed adjacent to objective
2 = artillery strike each player rolls D6 highest places 4 squares must hit at least one friendly square then roll for normal deviation

Check for visibility of markers/hidden units
Any in  site row D6
6 = LMG team + rifle base
3,4,5 = rifle team x 2
1,2 = it was the wind

If river replaces road in row then objective is bridge and a forth objective placed 4 square away as narrows/shallow crossing.

Stewart

martin goddard

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Re: SSPBI
« Reply #18 on: November 07, 2019, 06:04:32 PM »
Good work Stewart
I think your idea of2,3,4 platoons is better than my 1,2,3.
Progress.

martin

Colonel Kilgore

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Re: SSPBI
« Reply #19 on: November 07, 2019, 10:08:06 PM »
I think Stewart's almost ready to go into print :)

Stewart 46A

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Re: SSPBI
« Reply #20 on: November 07, 2019, 10:23:12 PM »
Not yet , I missed morale and motivation


Morale,
In my ideas you canít us normal PBI moral because you donít have a platoon make up for the defender so my idea
Morale by the square,
D6 per casualty, each 4,5,6 fail,
DEFENDER -
fall back same number of squares towards base line and become pined
ATTACKER -
Stay where they are and become pined

Motivation -
I missed this, my thought would be the SCW system with Vet +1 , Raw -1
Defenders troops D6 per square with no modifiers, I would class defenders troops as Average quality

Stewart 46A

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Re: SSPBI
« Reply #21 on: November 07, 2019, 10:25:33 PM »
Martin now adds them to the cooking pot of ideas on the play test stoves along with his recipe and see what develops

martin goddard

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Re: SSPBI
« Reply #22 on: November 08, 2019, 02:21:30 PM »
Toil and trouble....

Leslie BT

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Re: SSPBI
« Reply #23 on: November 10, 2019, 03:18:17 PM »
Keep it an infantry game, need a 7 for a tank to arrive on a D6 roll!