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Post by Mr. Harold on Nov 25, 2013 9:50:51 GMT -5
Hi everyone, So, i'm writing up scenarios for my Hell Divers, and I thought some type of rule for room/building clearing would be a good idea, even if scenario specific. I had a couple of ideas: 1) Roll a skill check vs a fixed number (10?) with the units skill: - Roll over the skill check and clear the room successfully w/o casualties or hostages getting hurt
- Equal the skill check and lose one figure as a casualty, but the hostage is OK
- Fail the skill check and lose a figure as a casualty and the hostage is killed
2) Roll an opposed skill check (2D6 + Skill) vs enemy skill (determine at beginning of battle what the enemy skill would be) - Roll over the skill check and clear the room successfully w/o casualties or hostages getting hurt
- Equal the skill check and lose one figure as a casualty, but the hostage is OK
- Fail the skill check and lose a figure as a casualty and the hostage is killed
3) Enemy chooses a unit that is inside the building and you do a straight assault. As far as a perk: CQB Operator "This unit gets +2 to a skill (assault)) roll in room or building clearing" New Grenade Flash bang "This unit gets +1 to a skill (assault)) roll in room or building clearing" What do you guys think?
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Post by baldlea on Nov 25, 2013 11:37:56 GMT -5
Option 3 otherwise you might be dismissing the way the owner of the defending unit has built them. The new perk and grenade are brilliant.
I wonder if the defending unit should get an overwatch bonus.
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Post by Mr. Harold on Nov 25, 2013 11:56:02 GMT -5
The reason I was thinking the other options is so that it can represent "enemy-held" territory without the opposing player having to worry about using their points to sit in a building that might not get to be used
But I suppose an option would be to to give the opposing force extra points (maybe add %20) for a unit tasked with defending the hostages.
As far as the overwatch bonus, maybe if the hell divers (or whomever) pass a skill check of 10 then they sneak up stealthy and the enemy doesn't get an overwatch bonus, or maybe flash bangs negate an overwatch bonus.
How does that sound?
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Post by baldlea on Nov 25, 2013 12:58:47 GMT -5
I do like the other options as a scenario specific rule. It just feels wrong to override the existing rules for the defender because the attacker is using Hell Divers. If the Hell Divers played two consecutive games, the first against close combat specialists and the second against cc clutzes, using the same rule against both seems unfair. Maybe adapt them so that the "type" of defender is taken into account.
Perhaps you could go for Option 2 and the skill check takes assault/guard/perks into account.
Regarding the Skill check, we always find a check of 10 is very easy. With an average roll of 7 and "average" skill of 4, a skill check of 11 should be considered the base. If your scenario is going to involve clearing lots of buildings, though, then keep it low so the Hell Divers have some survivability.
In all cases, my personal preference is for opposed checks (or a stat of the defender being considered) so that an "fixed" roll by the attacker/active player doesn't ignore the nature of the passive unit.
Obviously, if your your scenario is fixed in terms of opposing forces, number of buildings etc. then the special rules should be more rigid.
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Post by masterchief on Dec 11, 2013 23:52:33 GMT -5
I like the idea of a CQB perk, but I agree with baldlea that you shouldn't circumvent the core rules. How about this? CQB Operator gives the assaulting gruntz unit a bonus during the initial round the unit assaults an enemy unit in a building and lets them use their primary weapon (this prevents someone from using an SA weapon or grenade, for example) profile instead of their CCW for the first round, essentially they come in guns blazing, but if they don't clear the room they get stuck in an assault. This makes the perk a little more generic and useful for a lot of games and situations. Additionally, I don't think you have to worry about a hostage or hostages being killed, if the point of the game is to keep the hostages alive then both sides are not going to want to kill them, and you could reasonably assume that the CQB Operator unit wouldn't shoot an enemy if the hostage was in the way (could explain why not all the enemy targets in the room are killed in the initial entry, for example).
The stun grenade (flashbang) could automatically suppress the enemy unit during the initial assault round, which would remove the enemy unit's ability to react fire, even on overwatch.
So something like this...
CQB Operator (Perk) Description: The Gruntz unit has been highly trained to make coordinated and decisive room entries making use of speed and surprise to clear a room of enemy combatants. Effect: When assaulting an enemy unit in a building or room this gruntz unit gains a +2 (?) Assault and uses their primary ranged weapon profile for the first round of assault. Active/Passive: Passive Type: Assault Points: ?
Stun Grenade (Weapon) Effect: When initiating an assault action against an enemy gruntz unit the target unit is automatically suppressed. Points: ?
Edit:
Had a couple thoughts while cleaning the kitchen about how you might use the perk and stun grenade to build a Hell Divers unit for a specific hostage rescue scenario. Essentially, you'd designate one or two of the Hell Divers squads as entry teams. Replace the Melt Away perk with the CQB Operator perk. You could also give the entry teams the Hard Vetz perk so they can re-roll mental checks, which might come in more handy during assaults since its the number of waxed models and Auto-Heal doesn't help until you activate the unit next. Don't take any squad attachments for the entry teams, since they use their primary weapons on the initial assault (unless squad attachments retain their primary squad weapon as well...it's not clear if the SA weapon replaces their squad weapon or not), and they take stun grenades rather than HE grenades. All the other Hell Diver units in the scenario are standard unit builds and they serve as the protection for the entry teams.
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Post by Mr. Harold on Dec 12, 2013 20:10:17 GMT -5
Those are great ideas... I like your perks and Stun Grenade better!
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Post by comstar on Dec 13, 2013 5:30:21 GMT -5
I totally agree with Harold
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