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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
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Posted: 21-Jun-2010 09:12 Post subject: SOps - Linked Scenario Questions |
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Question 1: How do the Supply Rules work? It refers you to another section for the detailed rules but those rules use C-Bills not BV for obtaining parts. The only thing I can think to do is use Combat Operations, go to page 43 and 44, and then use those tables to to convert a units BV to C-Bills.
Ex. My Company is Comprised of 3 Lances: 2 Light and 1 Heavy. Total BV allowed for creating my force is 15000 BV; I use 13000 BV in my force creation. This leave 2000 BV left in reserve for repair. I reference the table of p.43 and find the closest matching BV (round down) to my remaining BV, which is 1800 BV (Rating F). I then reference the table of p.44 and find the category matching the BV category (Rating F) to find the amount of C-Bills my unit has in reserve, which in this case is 9,600,000 C-Bills. Then doing a little bit of math, I add 5300 C-Bills for every remaining BV left over after referencing the table on p.43, which in this case is 200 BV (difference between 2000 BV and 1800 BV) that is worth an additional 1,060,000 C-Bills. If during a units creation, the creator chooses to leave more than 9500 BV in reserve then simply reference the table multiple times until less than 1800 BV remains and then proceed as normal for handling the remainder. Such as if I had 26100 BV left in reserve; I would reference the table on p.43 and find 26100 is more then 9500. So I subtract 9500 from 26100 totaling 16600 and look again. 16600 is still more then 9500, so i repeat this step again for 7100. 7100 is not more than 9500 so I reference p.43 to find that 7000 BV is the closest. This leaves 100 BV left over. 9500 (Rating A Assault) + 9500 (Rating A Assault) + 7000 (Rating B Heavy) + 100 BV = 96,700,000 + 96,700,00 + 59,000,000 + 530,000 or 252,930,000 C-Bills in reserve.
Question 2: Have there been any rulings on how matching units for combat is decided? Who decides the matching? Is it a back and forth? Does the player with the most VP decide representing their tactical edge? Should the player who last won a victory decide? I think for my own games until I see otherwise I will base it upon a few factors but try to keep it quick.
Ex. Initiative for this example means the ability to match units for combat. During the 1st strategic turn the attacker decides if he wants to land his forces: out of range, within range, or at close range. If the attacker decides to land ‘out of range’ then the defender gains the initiative but all of the encounter’s setups are modified as such: the defender may not deploy until before turn 4. If the attacker decides to land ‘within range’ then initiative is rolled with the highest on a 2d6 gaining initiative but all of the encounter’s setups are modified as such: the defender may not deploy until before turn 2. If the attacker decides to land ‘at close range’ then the attacker gains the initiative but all of the encounter’s setup are modified as such: the defender deploys anywhere on the board, the attack may not deploy until before turn 2, and the attacker my only deploy Mechs (all Mechs), Air units (Aero, VTOL, WiGE, ect), and Vehicle/Infantry with Jump capability or Parachute equipment; Furthermore, the attacker MUST assault drop all of his units.
After the 1st scenario, Initiative is determined based upon who won the last scenario and what orders are given. The victor of a scenario holds initiative until the end of the next strategic turn. If no combat orders are given this turn then determine initiative at the start of the next turn by rolling 2d6 with the highest rolling gaining initiative. Initiative gained in this way is held until the end of the strategic turn.
Initiative roll modifiers:
+1 - if you have more victory points then your opponent.
+1 – if you have more units remaining the your opponent.
+1 - if the majority of your force executed a move order last strategic turn.
+1 – if your force possesses a working HQ Structure, Mobile HQ, Command Console, or other piece of equipment or ability that imparts an initiative bonus to the entire force.
-1 – if your force’s lowest fatigue rating is more than 5.
-2 – if your force’s lowest fatigue rating is more than 13. (this replaces the -1 for more than 5.)
Change in Orders:
Fight: Add this line at the end- Treat this unit as moving its listed speed category.
Scout: Add this line at the end- Treat this unit as moving its listed speed category.
Move: Add these lines at the end- This unit may choose to move into a new Terrain type of its choosing. Treat this unit as moving 1 category faster than its listed speed category. Add 1pt of fatigue to this unit’s fatigue total.
Terrain Types: The battlefield is composed of various major terrain types (see TW p.263). A unit changes the terrain type that they occupy by executing a move action. Players can agree to keep this move abstract or they can choose to move up or down the terrain types as listed on TW p.263 by an amount that they agree upon. Units fight in the type of terrain that they occupy. If two units occupy different terrain types, the defender’s terrain type is used (the one without initiative). For simplicity of abstraction, the attacking force is considered to be penetrating the edge of the defenders terrain type to engage the enemy but withdrawals after the battle (this has no effect on the salvage rules). An attacker can choose to forfeit their advantage by allowing the defender to come to them and thus fight on their terrain type rather then the defenders; however, doing this allows the defending unit to disengage from combat and avoid combat. If this is done, only the attacker gains fatigue.
Unit Speeds Category: A unit given a combat order can only engage units that it can catch; therefore, a unit can only be matched to units that are moving at the same or slower than it is moving. To figure out a units speed category determine the unit’s slowest element and what type of unit it is and then reference the lists below.
Mechs with a Walking Speed of 1-4 MP Slow
Mechs with a Walking Speed of 5-6 MP Moderate
Mechs with a Walking Speed of 7-9 MP Fast
Mechs with a Walking Speed of 10-17 MP Very Fast
Mechs with a Walking Speed of 18+ MP Maneuvering
Mechs with a Walking Speed of 18+ MP Maneuvering II
Ground Vehicles with a Cruising Speed of 1-7 MP Slow
Ground Vehicles with a Cruising Speed of 8-10 MP Moderate
Ground Vehicles with a Cruising Speed of 11-14 MP Fast
Ground Vehicles with a Cruising Speed of 15-20 MP Very Fast
Ground Vehicles with a Cruising Speed of 21+ MP Maneuvering
Ground Vehicles with a Cruising Speed of 21+ MP Maneuvering II
Air Vehicles with a Cruising Speed of 1-4 MP Slow
Air Vehicles with a Cruising Speed of 5-6 MP Moderate
Air Vehicles with a Cruising Speed of 7-9 MP Fast
Air Vehicles with a Cruising Speed of 10-17 MP Very Fast
Air Vehicles with a Cruising Speed of 18+ MP Maneuvering
Air Vehicles with a Cruising Speed of 18+ MP Maneuvering II
Aircraft with a Safe Thrust of 1-5 MP Slow
Aircraft with a Safe Thrust of 6-8 MP Moderate
Aircraft with a Safe Thrust of 9-12 MP Fast
Aircraft with a Safe Thrust of 13-16 MP Very Fast
Aircraft with a Safe Thrust of 17+ MP Maneuvering
Aircraft with a Safe Thrust of 17+ MP Maneuvering II
Question 3: Semi-Related do to the repair order and supply order, should a unit constructed for a Link Scenario receive the 100,000 C-Bills per element per expected number of games as per the rules on SO p.180 or should their stockpile be formed from the spare BV? I think this is more of a player’s choice, but I just wanted to see if anything has ever been said.
After Remark:
A quick note on question 2. The change to the move action is to give it some use in a game not using a map. I was also going to add an additional ability it grants: strategic advantage - a unit with this ability executes its orders before all other; units with this ability are matched before units without this ability. This creates 2 phases of the determining scenario step: strategic advantage sub-phase and the standard matching sub-phase. The player with initiative decides the matches only if they have units executing a combat order in the sub-phase. If a unit with strategic advantage and initiative is matched to another unit with strategic advantage, the player whose unit was matched looses the ability to match that unit as its already involved in combat.
Ex. player 1 has 3 units, each has the fight action this turn but did not have any execute a move action last turn. player 2 has 3 units, each has the fight action this turn but 1 of them executed a move action last turn. player 1 has initiative. With this rule, player 2 would get to match his unit that moved last turn (as it has strategic advantage) before player 1 gets to match it units.
Ex 2. player 1 has 3 units, each has the fight action this turn but 1 of them executed a move action last turn. player 2 has 3 units, each has the fight action this turn but 1 of them executed a move action last turn. player 1 has initiative. With this rule, player 1 would get to match his 1 unit that moved last turn (as it has strategic advantage) before player 2 gets to match it units with strategic advantage. This means that each gets to match 1 unit before the standard matching occurs. however, if player 1 where to match his strategic advantage unit to player 2's strategic advantage unit then player 2 would loose the ability to match that unit.
But i decided to exclude it, but want peoples opinion. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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