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Saturday, March 21, 2020

Wargame Rules Special Fire

This is part of my wargame system.  It is fully modular and so parts can be added or subtracted.  Here are some of the optional rules that we use nearly all the time.


V. SPECIAL FIRE

Challenge Fire

            Challenge fire is taken when a target moves from one concealed position to another.  The firer must be stationary for one or more turns, in order to take challenge fire. The fire is taken 10% lower than normal.  The target may fire back, even if he is destroyed, but must reduce his chance to hit by 20%.  If the target did not have its weapon facing the firer, then he may not fire.  If a unit takes challenge fire it may not fire until next turn.

            Challenge Fire is designed to fire at a specific location, such as a gap in dragons’ teeth or down a street at traffic passing though an intersection.  The firer must not move, or even turn his turret, for one or more turns.  If the first tank coming through the gap in the dragons’ teeth is destroyed, then the rest of the column must stop.

Ambush Fire

            Ambush Fire occurs when the firer is concealed, and did not move or fire during the previous turn and did not move or take Challenge Fire during the current turn.  The maximum range of Ambush Fire is 1250m.  Ambush Fire reveals a 250m wide area centered on the firer, for infantry and a 1250m wide area centered on the firer for AT guns, and ATGM.  All forces within that area are revealed.  ATGMs firing in AMBUSH hit immediately, if range is less than 1250m. 

            Casualties of Ambush Fire are removed immediately, prior to return fire taking place.  Targets that are not destroyed by Ambush Fire may conduct return fire at the ambusher.  Since the return fire is at a target that was concealed the return fire is 10% lower than normal.  After the return fire takes place, surviving members of the ambush party may immediately retreat, up to 50m away from the enemy, except through impassable terrain.

Ambush Close Combat

            Ambush Close Combat occurs when the attacker is concealed, and makes a surprise attack from cover in a dash out of cover to make a close combat attack.  It is often done by animals that are hunting game unawares or by troops dashing out of cover to plant a mine on an enemy armored vehicle.

            Ambush close combat occurs when the attacker is concealed, and did not move or fire during the previous turn and did not move or close combat during the current turn.  The maximum range of Ambush Close combat is one half running distance for the attacker.  For a human on smooth open dry terrain that is 50m.  Only Carnivores and Omnivores, including people, may attack using Ambush Close combat.

            Casualties of Ambush Close combat are removed immediately, prior to return close combat taking place.  Targets that are not destroyed by Ambush Close combat may conduct a defensive close combat against the ambusher at a 10% reduction in strength due to surprise.  After the close combat takes place, surviving members of the ambush party may immediately retreat up to 50m away from the enemy, except in impassable terrain.

            If the attacker fails to make physical contact with their target then the attacker is simply left out in the open without a close combat taking place and the attacker can’t move until next turn and is subject to fire during this turn in the normal fire phase, and the fire is not subject to a 10% reduction because the defender is not surprised.

 Sniper Fire

            Sniper fire is a special form of Ambush Fire, and takes place in the Ambush Fire phase.  One sniper, fires one shot, at only one target.  Only one sniper may fire per turn within a 1250m-diameter area.  The sniper must be at least 150m away from the target.  Troops that survive a sniper attack, and are within 50m of the sniper may return fire if they first make a 50% roll to detect the sniper.  Any unit that takes sniper fire may not fire at the sniper until the next turn and their return fire at the sniper is at 10% less than normal. 

            Only persons facing in their general direction may detect snipers firing suppressed weapons.  Those who are facing the general direction roll the die to detect the sniper.

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