--- In slammer@yahoogroups.com, "Chris Nicole" <chris_nicoleuk@...>
wrote:
>
> Just an idea you may like to consider when setting up a game...
>
> Part 1
>
> The referee presents a scenario to the players.
> The scenario includes an 'Intelligence' estimate of the enemy
> strength and the mission objectives needed to secure victory.
>
> The players each tender their minimum force (Points & organisation)
> required to achieve the Mission objectives.
>
> The player with the lowest bid gets the mission.
> The other player(s), get to play the enemy force, or as subordinate
> units in the mission commander's force.
>
> Part 2
>
> The forces actually used are subject to a degree of randomisation
> representing fortunes of war or intelligence failure.
>
> e.g. Roll 1D6 for each element:
>
> 0 = unit is destroyed
> 1 = unit is not available
> 2 = unit has suffered casualties
> 3 = unit understrength
> 4 = unit okay
> 5 = unit okay
> 6 = unit upgraded
> 7 = reinforcements
>
Further thoughts...
You might be wondering why a 1D6 table goes from 0 to 7 ?
I intended that unit leaders would modify the dice roll for their
subordinate units. Then I had to search for the leadership values in
Slammer. They're hidden away in the point values section and they
don't say what I thought they said!
It's been a while since I've looked at this stuff.
:o)
Use the following modifiers for unit leaders rolls:
an incompetant leader gets -1 on their rolls;
a good leader gets +1; and
an exceptional leader gets +2.
0 = unit is destroyed
This unit has been recently rendered unfit for further duty by enemy
action, disease or attrition. You still have to pay the points for
it. It leaves a gap in your organisation/ force structure. Other
units in your force might not know it's gone until it doesn't turn up.
1 = unit is not available
This unit has been reassigned to another mission and is not available
for your force. You have time to reorganise your force structure and
allow for it's non appearance.
2 = unit has suffered casualties
The unit has suffered casualties; Roll 1D6 for each element. On a one
they're gone. The remaining elements in the unit take activation
modifiers as for casualties.
3 = unit understrength
The unit is missing an element, and/or elements are missing a figure.
You don't start with a modifier for casualties and you have time to
reorganise the unit or element. e.g. redistribute heavy wepaons
amongst the remaining troops.
4 = unit okay
5 = unit okay
The unit turns up as listed
6 = unit upgraded
The unit is better than it appears on paper.
e.g. Better troop quality,
or motivation,
or unit strength,
or weapons,
or armour,
See what the Ref will let you have.
7 = reinforcements
You get another unit of equivalent points value to the unit you just
rolled for and you don't have to pay for it.
Let me know how it goes if you try it and ask me if you're not sure
of anything.
Have fun,
Chris