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Author Topic: Trenches! Turn based, lego illustrated squad combat (spots open!)  (Read 7053 times)

Asehujiko

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Note: Keep in mind that this ruleset hasn't been tested outside my own calculations yet and may be horribly imbalanced.

The goal: Capture the location marked by the checkered flag. Your score depends on how successful you are in keeping your men alive. As this is just a "test" run, reinforcements are infinite for the time being but can only replace starting units, not join along with them.

I have some basic rules noted down for combat but for other actions I'll just try to do what makes sense, using dice in places where randomness is appropriate.

You get to micromanage a single group of units on the battlefield and select which specialists are attached to your outfit. If you die, you can "respawn" with reinforcements, possibly with a different setup(but not switch unit entirely)

Up for grabs:

1xRifle Squad, consisting of 6 riflemen and has 2 open slots that can be filled with either a medic, a grenadier, a demolitions expert or a spotter for your own and nearby squads. Wear green helmets.
Spoiler (click to show/hide)
1xAutomatic Weapon Squad, featuring a heavy machinegunner, a loader and space for either a medic, a regular rifleman or a spotter. Wear red helmets.
Spoiler (click to show/hide)
0xSniper squad, which consists of a sniper and a spotter. Get blue hats.
Spoiler (click to show/hide)
0xArtillery spotter, who is a guy with a field radio and clearance codes for death from above. Gets a black hat. Also known as "that fucking teamkiller".
Spoiler (click to show/hide)
Generally, everybody who isn't a rifleman gets a pistol, grenadiers get both regular and smoke grenades and can use the former as booby traps. Demolition specialists get bombs that can be planted or thrown into a trench or window at point blank range and are remote detonate(if planted) or timed(if thrown). Squad members are abstracted and every single member can be considered to be able to do all possible tasks, until damage dice are rolled and somebody dies/is incapacitated, at which point functionality is lost.

Assigned Squads
-Rifle squad with medic and grenadier, Sheb
-Rifle squad with grenadier and demolition expert, Simmura McCrea
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-Automatic Weapon squad with medic, Newsmuffin
-Sniper squad, Criptfeind
-Artillery spotter, Taricus


Overview of the map itself:

We start in a largely intact trench line, MG's guarding the access to no mans land, infantry in the middle and a spotter hidden in a crater ahead. The sniper team is hidden in a derelict bunker on our right flank.

No mans land feature 2 abandoned sapping trenches.

The enemy holds a very ragged defensive line across their middle and left, which is unlikely to be occupied due to recent shelling. Behind that are an intact bunker on their right that probably holds the survivors of the bombardment and a fortified hill on their left, featuring a bunker built into a ruined structure, a reinforced plateau and a tunnel through which they are reinforcing their position(our objective). Our artillery has smashed some holes in the barbed wire and forward wall but the enemy certainly isn't going to let us walk in unopposed that way.

No contacts have yet been made with the enemy(they look identical to us except for red uniforms instead of blue) although it's pretty much a given that their strongpoints are fully crewed.

Awaiting your commissions for extra specialists(who will teleport straight to your understaffed starting squads for convenience's sake) and starting orders.
« Last Edit: April 12, 2011, 01:58:33 pm by Asehujiko »
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Taricus

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #1 on: April 11, 2011, 04:24:50 pm »

Dibs on spotter squad.
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Sheb

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #2 on: April 11, 2011, 04:25:39 pm »

Change that. I'll take the leftmost rifle squad, with a medic and grenadier. I'll have the 'nadier throw a smoke grenade to shield us from the bunker and then send the whole squad to assault the trench right ahead of us. 4 Riflemen firsts, then medic, 'nadier, and the last 2 riflemen.

Taricus, arty support on the bunker to cover us would be most welcome.
« Last Edit: April 11, 2011, 04:30:32 pm by Sheb »
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Criptfeind

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #3 on: April 11, 2011, 04:30:06 pm »

I will be heavy weapons then with a medic.
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Asehujiko

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #4 on: April 11, 2011, 04:31:19 pm »

I will be heavy weapons then with a medic.
Which specialist do you want with that? And on which flank do you want to start?
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Sheb

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #5 on: April 11, 2011, 04:32:30 pm »

I changed my choice.
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Criptfeind

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #6 on: April 11, 2011, 04:33:04 pm »

I will be the sniper then.
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Taricus

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #7 on: April 11, 2011, 04:34:47 pm »

Artillery on the enemy bunkers, Prioritizing the MGs first.
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Criptfeind

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #8 on: April 11, 2011, 04:35:57 pm »

What does the spotter do?
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Asehujiko

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #9 on: April 11, 2011, 04:40:56 pm »

What does the spotter do?
Gives aiming bonuses for long range combat to his own squad and is more likely to pick up on the enemy doing sneaky things at the outer edge of our viewing range.
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Criptfeind

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #10 on: April 11, 2011, 04:43:30 pm »

Alright. My spotter will look out quickly from the hut. Lets see if we can see any guys.
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NewsMuffin

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #11 on: April 11, 2011, 04:55:18 pm »

I'll take the right MG, with a Medic.
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Asehujiko

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #12 on: April 12, 2011, 12:56:59 am »

That smoke grenade and artillery barrage, are they aimed at the lower or the upper bunker?
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Criptfeind

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #13 on: April 12, 2011, 01:31:54 am »

Since Units are abstracted out, can I send a spotter to run past a dangerous area, and then use him as the sniper?

A example would be, say I need to get to a trench to snip a guy, but there is a 50% chance that my guy will die going to the trench. So I send the spotter and he makes it! Now I have one unit in the trench and one unit at the starting area. Could I next turn use the unit in the trench to snip?
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Asehujiko

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Re: Trenches! Turn based, lego illustrated squad combat
« Reply #14 on: April 12, 2011, 02:00:58 am »

Since Units are abstracted out, can I send a spotter to run past a dangerous area, and then use him as the sniper?

A example would be, say I need to get to a trench to snip a guy, but there is a 50% chance that my guy will die going to the trench. So I send the spotter and he makes it! Now I have one unit in the trench and one unit at the starting area. Could I next turn use the unit in the trench to snip?
In general, units are supposed to stick together, so it can be assumed that they're well coordinated enough to swap positions between each other where needed.
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Tremble, mortal, and despair! Doom has come to this world!
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