PITS shooting system Version 2

Started by martin goddard, August 17, 2025, 05:54:59 PM

Previous topic - Next topic

martin goddard

I have changed the wording to create more clarity.
The FM and BI system would work fine but it is nice to have something different (?)

Firepower
First count the number of shooter bases in the unit.
This initial shooter total is modified by +1 for veteran shooters and modified by -1 for poor shooters.
Thus, a unit with 4 shooters that is veteran counts as having 5 shooters.
Thus, a unit with 4 shooters that is poor counts as having 3 shooters.


Firepower= 1 for each 3 bases of shooters.
A unit can have firepower of 0,1,2,3 or 4
This gives the firepower total.

e.g a unit of 7 shooter bases has firepower of 3.(3+3+1)
e.g a unit of 3 shooter bases has a firepower of 1


Each firepower allows a handful of 4D6 to be rolled.
e.g A unit with firepower 3 would roll 4D6, then another 4D6 then  another 4D6.
The only modifiers to the 4D6 are +1D6 if target in the open  and +1 if target at short range.  NO OTHER MODIFIERS.
Target and shooter both roll their D6 as opposed handfuls. No re-rolls no saves.
Each excess 4,5,6 kills half base of target.

Next i will give an example.

martin :)


martin goddard

#1
EXAMPLE

A unit of 7 British shooter bases opens fire.
The 7 bases give a firepower of 3.
The target is in the open (gives +1D6 to the shooter).
Therefore, the shooter has 5D6 and the target 4D6.  The target 4D6 is never modified. The shooter D6 only has 2 possible modifiers (being in the open and short range). The size of the target unit is not considered.

First handful by shooter =3,4,2,2,1 Target handful = 4,4,1,6. Target has cancelled the one/all shooter hit.
Second handful by shooter =5,4,2,5,1 Target handful = 3,5,1,6. Target has cancelled two shooter hits.  Outcome = a half base of target unit dead.
Third handful by shooter =2,4,4,4,4 Target handful = 5,3,1,5. target has cancelled two shooter hits . Outcome = two half bases of target unit dead.

This single shooting action has created 3 dead half bases (1.5 bases).



martin :)


martin goddard

#2
EXAMPLE

A unit of poor quality Dervishes with 4 shooter bases.
Shooter bases suffers a -1 to the shooter count due to unit's poor status.
3 bases gives firepower of 1.
Target is at short(proximity) range but in cover.
This gives shooter 5D6  v target 4D6.
Shooter rolls = 4,3,3,1,3.  Target rolls = 5,5,2,4.   Target successes cancels shooter success = no deads.


martin :)

martin goddard

#3
Summary
1.Add up shooter bases. Apply -1 or +1 to count for poor/veteran shooter status.
2. Each 3 or part of gives a  firepower value.
3. Claim a +1D6 if target in the open and/or +1D6 if target at proximity range.
4. Roll the handful of D6 opposed by target handful (always 4D6) the same number of times as the firepower value.

This all constitutes a single shoot action.
Units may attempt up to 2 shoot actions per turn.
There will be opportunity shooting possibilities too.

martin :)

martin goddard

I think it will play more easily than it sounds??


martin :)

Colonel Kilgore

Quote from: martin goddard on August 17, 2025, 06:12:30 PMSummary
1.Add up shooter bases. Apply -1 or +1 to count for poor/veteran shooter status.
2. Each 3 or part of gives a  firepower value.
3. Claim a +1D6 if target in the open and/or +1D6 if target at proximity range.
4. Roll the handful of D6 opposed by target handful (always 4D6) the same number of times as the firepower value.

This all constitutes a single shoot action.
Units may attempt up to 2 shoot actions per turn.
There will be opportunity shooting possibilities too.

martin :)

That sounds pretty straightforward.

Sinon

Stewart 46A

Up the khyber

We tried the new system on Tuesday

Two average units
Shooting was very bloody with lots of casualties

Assaults
Most assaults were won by the assaulter

Have to try again on Thursday


Stewart

martin goddard

I agree Stewart.
The pains of creation?


martin :)

Sean Clark

As we all know, you have to work on averages with these mechanics. There will always be outlying results in the odd game. These also have to be factored in, but I wouldn't worry about exceptional results either way. That's the fun of using dice. You never know when you're going to roll a load of 6's or 1's 😂

martin goddard

#9
Indeed Sean.
I have done a big re-work for the next game.
To save players from the initial maelstrom of ideas coming and going the playtest group will not start for another week or so.
This means that when we form a play test group, the rules should be useable(possibly).

My initial thoughts are:-

1. Preserve existing unit sizes and army size.
2. Preserve existing scenery and table size.
3. Have a shoot and fight system different to other RFCM rules for variety and excitement.
4. Preserve card system.
5. Preserve a scouting system, but with modifications.
6. Use a 6" grid.
7. Introduce death by the half base.
8. Delete wounded system.
9. Introduce force commander.
10. Simplify scouts.
11. Add a battle sheet
12. Two colours of D6.  Action (eight) and shoot/fight (eight).
13. Scenarios remain fairly unchanged.  Players will still be able to choose any scenario they wish.
14. Trains and boats.

martin :)






Colonel Kilgore

That all sounds very exciting, Martin!

Simon

martin goddard

Thanks Simon.
It is a most interesting period to play.
I am optimistic.


martin :)

Stewart 46A

My trains and gunboats ready for service

Stewart


martin goddard

You are a high tech commander Stewart.


martin :)

Stewart 46A

#14
Not at all Martin
I don't like to see my Navel Brigade  walking in the heat of the Sudan
That's for the Army


Stewart