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Author Topic: SNIPER 3  (Read 71 times)

martin goddard

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SNIPER 3
« on: February 15, 2021, 09:14:45 AM »
I have just sent out sniper 3.
Hope players find it interesting how rules are developed.

Changes.
1,2 cause reactions instead of 1. Might make too much movement?
Targets shoot back if sniper dos not achieve a kill.


Thanks for working on this. New members always welcome to join in on this exercise.


martin :)

Colonel Kilgore

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Re: SNIPER 3
« Reply #1 on: February 15, 2021, 09:46:35 AM »
Thanks Martin. It's half-term here, so v3 may well get a road test shortly!
Simon

martin goddard

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Re: SNIPER 3
« Reply #2 on: February 15, 2021, 10:31:39 AM »
Good luck Simon

martin

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Re: SNIPER 3
« Reply #3 on: February 15, 2021, 11:31:38 AM »
Hi,
I've just had a quick read through this, latest, version. Thank you Martin.

Queries:
In Section 11 "If a sniper achieves a kill then the targets hit the floor and do not shoot back at the sniper."
A) How long does the target group stay prone, 1 turn or until not fired upon?
B) Is the prone target group harder to kill, +1?

I'll try a game in a day or two depending on other commitments.

Best wishes,
Martin Buck

martin goddard

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Re: SNIPER 3
« Reply #4 on: February 15, 2021, 11:40:43 AM »
Hello Martin
The intention is that is makes no difference at all but sounds good?
Maybe i can make it a narrative type comment?


martin :)

Colonel Kilgore

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Re: SNIPER 3
« Reply #5 on: February 18, 2021, 12:07:13 PM »
After some more playtests of Sniper 3, we have the following comments:

 - the rules are generally clear and easy to follow
 - while a little more dynamic than before, a little more movement would be good: perhaps the targets should at least have a chance of movement every turn (conscious that they'd soon run off the table if all did move every turn, of course), as they're supposed to be scouting the countryside
 - allied to the lack of target movement, the risk of the sniper getting shot is very low: maybe non-proximity targets should also shoot back in the case of a failed zeroing-in, albeit with a lower chance of success then when closer?
 - can we clarify what the co-operative mode of play is - does this mean both players on-table at once, or one plays after the other?
 - how should we treat obstructions and buildings blocking line of sight (e.g. is this centre-to-centre for sniper to target, being blocked if any of that line crosses a square containing a building or obstruction)?
 - section 9 states that a successful zero can only be carried over once: we played that it could be done so once before a kill was attempted, but then repeated several times in a game (i.e. every time there's a first successful zeroing-in, there's the opportunity to roll this over in an attempt to score the additional kill dice)
 - section 12: presumably the movement following scores of 3,4 or 5,6 has to be in a straight line?

Simon

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Re: SNIPER 3
« Reply #6 on: February 18, 2021, 02:52:41 PM »
Like Simon I have played two games of sniper V3 today and I'm in general agreement with his comments above.

-There needs to be more movement of the targets.
-Chance of a hit on the sniper is low, perhaps allow non-proximity targets to return fire, after a kill, as the sniper firing is more likely to betray his position.
-Co-operative mode, no real comment as I'm forced to play solo.
-I treated obstructions and buildings as blocking lines of sight which pass through a square containing an obstruction.
-Section 9 agree with Simon.
-Section 12 agree with Simon movement is in a straight line.

I suggest the game ends when a target group enters the snipers square, with a chance of the sniper group to escape, 4+ on a D6.

Best wishes,
Martin Buck

Colonel Kilgore

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Re: SNIPER 3
« Reply #7 on: February 18, 2021, 03:22:13 PM »
I agree with Martin B agreeing with me  ;D

Simon