Post by Malcadon on Mar 9, 2016 19:08:12 GMT
I posted this rules on Boardgame Geek dot com.
Survivor's Skill Level
These notes are to help players figure out the best options when creating their own scenarios, and allow for Survivors (the figures known as People Counters) to use different charts, to reflect varying degrees of outdoor skills.
As noted in the rule pamphlet, each of the scenarios offers Survivors at different skill levels. After reading the Direction Ability charts, I noticed a pattern. Direction Ability has four factors within them, and each gives one an edge with movement: "Consult Random Direction Chart" vs "Start in any direction"; "No direction change" vs "Make one direction change"; "Move as far as possible" vs "May move less then you movement allowance". With each, the latter has an edge over the former, as the player has more option with movement. The fourth factor is how favorable the rolls are to the best direction results. After lining up the results I found:
Someone made this suggestion for an added entry:
This can be placed as such:
Another factor that comes into play is how the Survivors satisfies their Necessities. For example, the stranded hikers in the first scenario — Lost — not just lacks the ability to navigate, but are ill-equipped to carry food or water, while the expert Search and Rescue teams (from scenarios 3 & 4) can find food and water in non-food or water hexes. In fact, Rescue teams don't even need to concern themselves with hydration.
Here are the Skills Levels:
Level 1 — Straggler (use charts on Scenario #1 Lost)
This reflects an unskilled and poorly equipped person, who has little means of navigation. This is basically someone who is stranded in the wilderness.
Level 2 — Refugee (use the "Pursued" charts on Scenario #5 Pursue).
This reflects a slightly better skilled, and better equipped person, who can at least secure food and water. This might be a boyscout, casual outdoor enthusiast, or homeless person.
Level 3 — Survivalist (use charts on Scenario #2 Survival)
This reflects a skilled, and properly equipped person. This is likely a regular outdoors man, or a poorly trained soldier.
Level 4 — Tracker (use the "Pursuer" charts on Scenario #5 Pursue).
This reflects a better skilled, and properly equipped person. This is likely a hunter or regular soldier.
Level 5 — Ranger (use charts on Scenario #3 Search)
This reflects a highly skilled, and well equipped person. Likely a Park Ranger, rugged outdoors man, or a reconnaissances soldier.
Level 6 — Expert Survivalist (use charts on Scenario #4 Rescue)
This reflects an expertly skilled, and well equipped person, who is well stocked with water. Likely a veteran Park Ranger, outdoors expert or a soldier with Special Forces training.
As for how the Direction Ability by Skill Level would look, under the normal rules:
Consult the Skill Level on the top row, then roll d6 to find which letter it lands under, as noted on the left-side column, then consult the codes below, to find Direction Ability:
A = Consult Random Direction Chart; No direction change; Move as far as possible
B = Consult Random Direction Chart; Make one direction change; Move as far as possible
C = Start in any direction; No direction change; Move as far as possible
D = Start in any direction; Make one direction change; Move as far as possible
E = Start in any direction; Make one direction change; May move less then you movement allowance
If you are using rules that allows for items like a map and compass and conditions like random weather effects, they could adjust your ability to navigate. (You can find rules related to that at BGG.) Such items could add or subtract form your roll. After adjustments, if you roll below 1, downshift the result to the next lowest number (or upwards on the table), with a minimum of A. If you roll above 6, upshift the result to the next highest number (or downwards on the table), with a maximum of E.
If you are using the sixth entry form above, this could open greater options for movement. The results would not match the results above. Based on were he sixth entry is placed, it might be D or E, with the old E shifted to F. If might look something like this:
"0<" means "zero or less", while "7>" means "seven or more".
As noted above, this allows for a wide range of customized scenarios, including military-themed scenarios. Stealth and recon missions are some of the scenarios that can be played out of the box. The use of wargaming mechanics could enhance this sort of game-play — especially when snipers are involved.
Talk about snipping, here are some rules for it...
Rifle and Stealth Rules
Awhile ago, I found some rules in an old wargaming magazine — The Avalon Hill General Vol. 10, No. 6 — about using rifles to do "man hunt" scenarios. It offered a scenario for some guys fighting over a sack of gold, but what I'm offering is an expansion on the rules, and ideas on using them in a wide range of scenarios. Players can retool the published scenarios to use rifles, although Scenario #5 Pursue is ideal. When using Scenario #5, it is best to have both players as Pursuers, if both players are actively hunting each other — otherwise use the normal Pursuer and Pursued format for "man-hunt" scenarios. Players my opt to have players start with their rifles at the start, or have it so that they have to find them in outposts (one gun per outpost — see Table A). In the former, players may opt to allow spare ammo an a roll of 4 or better.
Table A
The players need to make a "Rifle" counter per player. Each rifle has seven rounds of ammo (or as agreed on by players).
Rifle Use
A player may shoot at the end of movement, unless fired upon, in which case you shoot at the shooter with a +1 to-hit, before moving. Only one shot is permitted per turn. To shoot, compare the range of the target tothe attacker, as well as the terrain the target is in, on Table I — this yields a lettered result. After that, roll the d6 on the appropriate column on Table II, and then apply results.
As an option, a player opt to attack an opponent in close-quarters combat to hit on column A of Table II regardless of terrain, but the defender can shoot first (if so armed). This would likely be the only option for unarmed figures.
Table Ia
*intervening hex must be a Clear hex.
Note: Table Ib is a variant for highly skilled and properly equipped Snipers.
Table Ib
*intervening hex must be a Clear hex.
CODE KEY
R = Range to target
C = Clear
D = Desert
W = Woods
S = Swamp
M = Mountains
Table II
CODE KEY
x = Target is dead.
# = Target's Life Level is lowered by the number given.
* = Roll on Table III for special damage result.
- = Attack failed.
Table III
Stealth and Sniping
In a "Sniper Hunt" scenario, two snipers are hunting each other down. One of the most dramatic real life example was Carlos Hathcock, who once shoot a Viet Cong sniper-hunter through his rifle scope before he he had a chance to shoot him. It is a cat-and-mouse game where stealth and position becomes as vital as good aim. Even though both player know where all the sniper are on the board, the snipers don't know where everyone else is at (no "double-blind" rules are needed, as they are both tracking each other one way or another). As such, the defending player rolls to see if the attacking sniper can spot the target. To do this, the defending player check were the defending sniper is at, and how it is moving. The number is what the player needs to roll equal to or less to keep the sniper hidden (no attack possible). If the sniper is spotted, the attacking sniper can target it freely, and the player may roll again on the next turn to get the sniper concealed again, but with a +2 penalty, if it survives. Using the Direction Ability form Scenario #4 Rescue is ideal for this scenario, as it offers the highest skill option in the game, and it the best chance of having them crawl or remain still (see Skill Level above).
Table B
CODE KEY
M = Movement Type
W = Walking - Normal movement
C = Crawling - Only 1 hex moved
S = Still - No movement
C = Clear
D = Desert
W = Woods
S = Swamp
M = Mountains
Survivor's Skill Level
These notes are to help players figure out the best options when creating their own scenarios, and allow for Survivors (the figures known as People Counters) to use different charts, to reflect varying degrees of outdoor skills.
As noted in the rule pamphlet, each of the scenarios offers Survivors at different skill levels. After reading the Direction Ability charts, I noticed a pattern. Direction Ability has four factors within them, and each gives one an edge with movement: "Consult Random Direction Chart" vs "Start in any direction"; "No direction change" vs "Make one direction change"; "Move as far as possible" vs "May move less then you movement allowance". With each, the latter has an edge over the former, as the player has more option with movement. The fourth factor is how favorable the rolls are to the best direction results. After lining up the results I found:
- Consult Random Direction Chart; No direction change; Move as far as possible
- Consult Random Direction Chart; Make one direction change; Move as far as possible
- Start in any direction; No direction change; Move as far as possible
- Start in any direction; Make one direction change; Move as far as possible
- Start in any direction; Make one direction change; May move less then you movement allowance
Someone made this suggestion for an added entry:
- Start in any direction; No direction change allowed; May move less than your movement allowance.
This can be placed as such:
- Consult Random Direction Chart; No direction change; Move as far as possible
- Consult Random Direction Chart; Make one direction change; Move as far as possible
- Start in any direction; No direction change; Move as far as possible
- (ether here)
- Start in any direction; Make one direction change; Move as far as possible
- (or here)
- Start in any direction; Make one direction change; May move less then you movement allowance
Another factor that comes into play is how the Survivors satisfies their Necessities. For example, the stranded hikers in the first scenario — Lost — not just lacks the ability to navigate, but are ill-equipped to carry food or water, while the expert Search and Rescue teams (from scenarios 3 & 4) can find food and water in non-food or water hexes. In fact, Rescue teams don't even need to concern themselves with hydration.
Here are the Skills Levels:
Level 1 — Straggler (use charts on Scenario #1 Lost)
This reflects an unskilled and poorly equipped person, who has little means of navigation. This is basically someone who is stranded in the wilderness.
Level 2 — Refugee (use the "Pursued" charts on Scenario #5 Pursue).
This reflects a slightly better skilled, and better equipped person, who can at least secure food and water. This might be a boyscout, casual outdoor enthusiast, or homeless person.
Level 3 — Survivalist (use charts on Scenario #2 Survival)
This reflects a skilled, and properly equipped person. This is likely a regular outdoors man, or a poorly trained soldier.
Level 4 — Tracker (use the "Pursuer" charts on Scenario #5 Pursue).
This reflects a better skilled, and properly equipped person. This is likely a hunter or regular soldier.
Level 5 — Ranger (use charts on Scenario #3 Search)
This reflects a highly skilled, and well equipped person. Likely a Park Ranger, rugged outdoors man, or a reconnaissances soldier.
Level 6 — Expert Survivalist (use charts on Scenario #4 Rescue)
This reflects an expertly skilled, and well equipped person, who is well stocked with water. Likely a veteran Park Ranger, outdoors expert or a soldier with Special Forces training.
As for how the Direction Ability by Skill Level would look, under the normal rules:
1 | 2 | 3 | 4 | 5 | 6 | |
A | 1 | |||||
B | 2-3 | 1-2 | 1 | 1 | ||
C | 4-6 | 2-5 | 2-4 | 2-3 | 1-2 | |
D | 6 | 5-6 | 4-6 | 3-5 | 1-3 | |
E | 6 | 4-5 |
Consult the Skill Level on the top row, then roll d6 to find which letter it lands under, as noted on the left-side column, then consult the codes below, to find Direction Ability:
A = Consult Random Direction Chart; No direction change; Move as far as possible
B = Consult Random Direction Chart; Make one direction change; Move as far as possible
C = Start in any direction; No direction change; Move as far as possible
D = Start in any direction; Make one direction change; Move as far as possible
E = Start in any direction; Make one direction change; May move less then you movement allowance
If you are using rules that allows for items like a map and compass and conditions like random weather effects, they could adjust your ability to navigate. (You can find rules related to that at BGG.) Such items could add or subtract form your roll. After adjustments, if you roll below 1, downshift the result to the next lowest number (or upwards on the table), with a minimum of A. If you roll above 6, upshift the result to the next highest number (or downwards on the table), with a maximum of E.
If you are using the sixth entry form above, this could open greater options for movement. The results would not match the results above. Based on were he sixth entry is placed, it might be D or E, with the old E shifted to F. If might look something like this:
1 | 2 | 3 | 4 | 5 | 6 | |
A | 1< | 0< | 0< | 0< | ||
B | 2-3 | 1-2 | 1 | 1 | 0< | |
C | 4-6 | 2-5 | 2-4 | 2-3 | 1-2 | 0< |
D | 7> | 6 | 5-6 | 4-5 | 3-5 | 1-3 |
E | 7> | 7> | 6 | 6 | 4-5 | |
F | 7> | 7> | 6> |
"0<" means "zero or less", while "7>" means "seven or more".
As noted above, this allows for a wide range of customized scenarios, including military-themed scenarios. Stealth and recon missions are some of the scenarios that can be played out of the box. The use of wargaming mechanics could enhance this sort of game-play — especially when snipers are involved.
Talk about snipping, here are some rules for it...
Rifle and Stealth Rules
Awhile ago, I found some rules in an old wargaming magazine — The Avalon Hill General Vol. 10, No. 6 — about using rifles to do "man hunt" scenarios. It offered a scenario for some guys fighting over a sack of gold, but what I'm offering is an expansion on the rules, and ideas on using them in a wide range of scenarios. Players can retool the published scenarios to use rifles, although Scenario #5 Pursue is ideal. When using Scenario #5, it is best to have both players as Pursuers, if both players are actively hunting each other — otherwise use the normal Pursuer and Pursued format for "man-hunt" scenarios. Players my opt to have players start with their rifles at the start, or have it so that they have to find them in outposts (one gun per outpost — see Table A). In the former, players may opt to allow spare ammo an a roll of 4 or better.
Table A
1d6 | Item Found |
1-2 | Rifle (with ammo) |
3-4 | Spare Ammo (1d6+1 shots) |
5-6 | Nothing found |
The players need to make a "Rifle" counter per player. Each rifle has seven rounds of ammo (or as agreed on by players).
Rifle Use
A player may shoot at the end of movement, unless fired upon, in which case you shoot at the shooter with a +1 to-hit, before moving. Only one shot is permitted per turn. To shoot, compare the range of the target tothe attacker, as well as the terrain the target is in, on Table I — this yields a lettered result. After that, roll the d6 on the appropriate column on Table II, and then apply results.
As an option, a player opt to attack an opponent in close-quarters combat to hit on column A of Table II regardless of terrain, but the defender can shoot first (if so armed). This would likely be the only option for unarmed figures.
Table Ia
R | C | D | W | S | M |
0 | A | A | B | C | C |
1 | B | C | D | E | E |
2 | D* | - | - | - | - |
*intervening hex must be a Clear hex.
Note: Table Ib is a variant for highly skilled and properly equipped Snipers.
Table Ib
R | C | D | W | S | M |
0 | A | A | B | C | C |
1 | A | B | C | D | D |
2 | B* | C* | D* | E* | E* |
3 | D* | - | - | - | - |
*intervening hex must be a Clear hex.
CODE KEY
R = Range to target
C = Clear
D = Desert
W = Woods
S = Swamp
M = Mountains
Table II
d6 | A | B | C | D | E |
1 | x | x | x | x | 1 |
2 | x | 4 | 3 | 1 | * |
3 | 4 | 2 | 1 | * | - |
4 | 2 | 1 | * | - | - |
5 | 1 | * | - | - | - |
6 | * | - | - | - | - |
CODE KEY
x = Target is dead.
# = Target's Life Level is lowered by the number given.
* = Roll on Table III for special damage result.
- = Attack failed.
Table III
d6 | Result | Effect |
1 | Weapon Hit | Target's rifle is destroyed, but the ammo is unharmed. |
2 | Head Wound | Target must consult the random direction chart for the next two turns, and can shoot during those turns. |
3 | Panic | Target drops weapon and ammo (and any other items used agreed on by players), and must consult on the random direction chart on tho next turn. |
4-6 | No Effect |
Stealth and Sniping
In a "Sniper Hunt" scenario, two snipers are hunting each other down. One of the most dramatic real life example was Carlos Hathcock, who once shoot a Viet Cong sniper-hunter through his rifle scope before he he had a chance to shoot him. It is a cat-and-mouse game where stealth and position becomes as vital as good aim. Even though both player know where all the sniper are on the board, the snipers don't know where everyone else is at (no "double-blind" rules are needed, as they are both tracking each other one way or another). As such, the defending player rolls to see if the attacking sniper can spot the target. To do this, the defending player check were the defending sniper is at, and how it is moving. The number is what the player needs to roll equal to or less to keep the sniper hidden (no attack possible). If the sniper is spotted, the attacking sniper can target it freely, and the player may roll again on the next turn to get the sniper concealed again, but with a +2 penalty, if it survives. Using the Direction Ability form Scenario #4 Rescue is ideal for this scenario, as it offers the highest skill option in the game, and it the best chance of having them crawl or remain still (see Skill Level above).
Table B
M | C | D | W | S | M |
W | 1 | 1 | 3 | 2 | 2 |
C | 2 | 2 | 4 | 4 | 3 |
S | 4 | 3 | 6 | 5 | 4 |
CODE KEY
M = Movement Type
W = Walking - Normal movement
C = Crawling - Only 1 hex moved
S = Still - No movement
C = Clear
D = Desert
W = Woods
S = Swamp
M = Mountains