RFCM

RFCM discussion => The 15 Mill => Topic started by: martin goddard on February 09, 2021, 06:35:33 PM

Title: SNIPER 2
Post by: martin goddard on February 09, 2021, 06:35:33 PM
Second version now gone out


martin :)
Title: Re: SNIPER 2
Post by: Colonel Kilgore on February 09, 2021, 09:05:15 PM
Thanks Martin - looking good. I particularly like scenario #5.

This will get some in-depth play-testing at the weekend.

Simon
Title: Re: SNIPER 2
Post by: martin goddard on February 10, 2021, 08:24:49 AM
Thanks for doing that work Simon



martin :)
Title: Re: SNIPER 2
Post by: Wardy64 on February 10, 2021, 08:50:04 AM
Hi Martin
Have not received the update.

Cheers

Dave & Ben
Title: Re: SNIPER 2
Post by: Colonel Kilgore on February 10, 2021, 08:54:04 AM
You have, Dave - it's just that the sniper's got better at hiding since version 1  ;D

Simon
Title: Re: SNIPER 2
Post by: Wardy64 on February 10, 2021, 09:01:28 AM
Snow suits, work wonders in the sand.

D
Title: Re: SNIPER 2
Post by: Smoking gun on February 10, 2021, 04:57:09 PM
Playtesting today, I played two games.
Game no. 1.
Sniper is in square D3. Buildings in A4, E1 and F6.
Turn 1. 6 dice, failed to zero in and no reaction moves.
Turn 2. 6 dice, zeroed in, 2 square range, failed to hit.
Turn 3. 6 dice, zeroed in, 2 square range failed to hit.
Turn 4. 6 dice, failed to zero in, Reaction dice 4, one target group moved into the sniper square.
Turn 5. 6 dice zeroed in. The target is in the same square as the sniper, so only 5 on 2 dice required for a kill. Kill scored which triggers return fire 9, 8, 11. Sniper killed.

End of game. Remaining dice 6, 2 points, one kill d6 roll 1, Total points 3.

Questions arising:
A. Reaction dice is just one dice 6 thrown or one dice 6 per target base?
B. What happens when a target group is in the same square as the sniper? Does the game end as the sniper would most likely move?

Game no, 2.
Sniper in square D6. Buildings in A2, A6 and E1.
Turn 1. 6 dice zeroed in. Failed to hit.
Turn 2, 6 dice zeroed in.  Kill scored, return fire (2) no effect.
Turn 3, 6 dice zeroed in.  Kill scored, return fire (2) no effect.
Turn 4, 6 dice zeroed in.  Kill scored, return fire (2) no effect.
Turn 5, 6 dice zeroed in.  Kill scored, return fire (2) no effect.
Turn 6, 6 dice zeroed in.  Kill scored, return fire (2) no effect.

End of game. No dice remaining, 5 kills translates into 24 after dice throws.

Thoughts: obstructions never moved, should be a mechanism to move them apart from reaction dice after a failed "zero in"? In game 2, I think the target groups and obstructions should move after a successful kill, infantry wouldn't just stand around after being shot at by a sniper. Perhaps those in proximity should move randomly as per the reaction D6.

Best wishes,
Martin Buck
Title: Re: SNIPER 2
Post by: martin goddard on February 10, 2021, 06:19:19 PM
Good games.

Looks like a need to sort out the movement of targets and obstructions.
I will attempt to make it still quite easy.
I will get that done and send out SNIPER 3

Thanks for playing

martin :)