Missions
Each side
is assigned a mission by the Bunkermeister.
This can be as simple as both sides march onto the playing area and
destroy the enemy. Missions can also be
much more complex and can enable smaller forces to win a victory over a larger
force. The mission of the Texans at the
Alamo was the delay the advance of Santa
Ana and his army long enough to allow Sam Houston to form an
army. The defenders of the Alamo accomplished their mission and won a victory even
though they were all killed.
The
game is divided into Strategic and Tactical turns. Strategic turns are used when combat units
are out of contact with one another.
Strategic turns are conducted as map movement. Tactical turns occur when two opposing units
make contact on the Strategic map.
Tactical
turns are done using miniatures. Each
Tactical turn is composed of several phases.
All activity within each phase is usually considered as
simultaneous. Each Tactical turn counts
as one hour in the Strategic game. Each
Strategic turn counts as one day.
Strategic Turns
Strategic
turns are best used to cover large distances or long periods of time. Units are moved on the map using the largest
possible size units. Battalions are the
smallest size units that frequently operate independently. Make small counters to fit the size of the
map you are using. One of the best ways
is to use a board game for the strategic turns and fight the combat in
miniature. Board game counters can be
used on your own maps. Your own maps can
be drawn to reflect the nature of the terrain and buildings you have available
to you.
A
strategic turn can last one hour or one day.
The Bunkermeister will inform the players of the time interval and
determine the distance units will move.
Movement is dependant on unit type and terrain. A truck company going forty miles per hour,
driving round the clock, might move several hundred miles in a day. A foot infantry battalion in one day might
only move 20 miles in rough terrain, much less in jungle or mountains.
Modifiers and Dice
No
matter how many modifiers apply; the best chance to hit a target is 95%. Once all the modifications are applied if the
chance to hit is 0% then the shooter has missed. The game requires two special dice. One is a six sided die with one each of the
numbers 1 through 6 and an arrow displayed on each side. The numbers on the six sided die are primarily
used to determine hit location. The
arrow is used to generate directions. The
second die is twenty sided. It is
numbered 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90,
95, and 00. The 00 is a stand in for
100. This die is used to generate a
percentage chance to hit a target. Roll
both dice each time that dice have to be rolled.
In
the rule set the six sided die is noted as D^6 and the twenty sided die is
noted as D%5.
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