Friday, April 3, 2015

Keeping Things Simple.


+Erik McGrath

One of my main design principles for this project, perhaps the core idea, is to use as few distinct rules as is practical. This means that when two subsystems are similar the rule that governs each should be the same.

Following this principle has lead me to some interesting places and today I'm going to share them.

Additionally I'm making progress on play aids and though its hard to read you can see the front of the most recently concocted quick reference sheet to the right.

It has the turn sequence listed to speed up subphases and ensure nothing gets missed as well as the most referenced tables in the game: Suppression, Direct Attack and Wound Results along with the common modifiers for terrain and when to apply those modifiers.

Strange Companions

The most striking result of keeping the rules simple is what it has brought together under one heading. And of those the one I like the most is that machineguns and minefields are resolved the same way against any model in their area of effect. In both cases there is an area effect template on the board and any unit wishing to enter it must make a morale test to do so. Any unit already in one that does anything except stay still and under cover rolls on the Suppression Fire Results table. 

The SFR table mainly inflicts disruption counters and shows how its unnerving to be under heavy fire or stuck in a minefield. It can result in wounds on a fumbled roll (usually a 12 on the D12) and that means rolling on the Wounded Results table. Anything but a crit on the WR table means you are wounded with the options being one of: maybe able to fight, out for the game, and KIA.

Of course just because they are resolved the same way doesn't mean they are identical since different modifiers apply to each and they are placed in very different ways and cleared in different ways as well. You can end an MG's suppression zone by having another unit suppress the MG and you can clear a minefield by cautiously picking a path through it. One way that does work on both is artillery. HE is great at clearing ground no matter what is on it.


The Basic Process

Everything that needs to be rolled in BotG is a D12, roll under. This applies to morale, shooting, radio communications and aircraft approaches. Additionally most things have 4 possible results from the roll: critical, success, failure, fumble. 

Critical occurs when a 1 is rolled on the die and after modifers the action would succeed on a 1. If it would not normally succeeds, say because your relevant stat is a 4 and you have a -4 modifier then its still a  success. 

Success is when you roll equal to or under the relevant stat. For most units this is a base rate of 1 in 3 but with modifiers it ranges considerably. Typically attacks are made at a penalty and morale tests at a bonus provided the target is smart enough to stay under cover. For a direct attack a success is a hit or very near miss depending on the wound result. Area attacks almost always scatter even on a success but its usually a small amount.

Failure is rolling over the relevant stat. For a direct fire attack this is normally no effect and you move on. For explosives and other area attacks though its a high degree of scatter instead. Due to the random nature of scatter (roll 2 dice, on a failure use the higher, success uses the lower) it is still possible to hit.

Fumble is when a 12 is rolled on the die and the action after modifiers would fail. If the action would still succeed mathematically then the fumble is downgraded to a failure. This is the worst possible result and when attacked it generally means you have been killed outright. For a weapon that scatters it means that you add both scatter dice together for the distance and the opponent can choose to place the template anywhere up to that distance from the point of impact.




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