Paul Vebber -> (3/2/2001 5:29:00 AM)
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We are still working on the details, what they end up being will be documented in general in the manual. The basic design philosophy behind the rule is based in miniatures - if occupying a hex with an enemy unit the attacker takes a "gut check" to initiate melee/overrun. If that fails the defender gets a "free opfire" at it and it gets suppresed. Unfortunately things can't be driven out of a hex, (The reason is arcane, but the cure is worse than the disease, so they can't) so the attacker cowers back to his "corner" of the hex. If really unlucky/depleted it can surrender.
IF it passes the gut check, the defender takes one - if it fails the attacker gets a free melee whack at it and the defender responds with survors and at 2/3 strength. IF the defender is pasted too bad, it can surrender.
IF both pass, then hand-to hand combat ensues. Each man has an attack factor computed (nominally between 10 and 40% based on a host of factors) each man is diced for and the successes cause enemy casualties. Both are applied at teh end of the round. Overrun is similar, but the vehicle has an attack factor and instead of attacking back, the victems attempt to evade.
There are some other things we are looking at, but its difficult to do anything other than individual squads against individual squads the way the game is set up, so multiple squads melee the survivors of the first squads attack. In general 3 melees is assumed the average to prove conclusive (defined as surrender or elimination of all one sides troops) though it happen immediately or take as many as 5 (very rarely more). That is either turns of the units occupying the hex (ie 5-10 minutes of fightin time 1-1) or a 3-1 advantage in a single turn (3 enemy squads occupying the hex with the defender and all meleeing sequentially.
Its not perfect, but seems to work pretty darn well so far! If you want to stornm entrenched of fortified units rather than take pot shats tem all day, its one way to do it, but you better have a numerical advatage in squads or a really big morale/experience advantage!
[This message has been edited by Paul Vebber (edited March 01, 2001).]
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