Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 6

Author Topic: FNG - Forum-based Vietnam Wargame  (Read 5425 times)

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #30 on: January 05, 2012, 07:53:28 pm »

Guys, he just said that a single burst has a good chance to kill us.
I say we do larger than life, although for a limited amount of times, maybe like it only works twice or something.
Logged

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #31 on: January 05, 2012, 07:56:42 pm »

I say lets do it without 'em.


Is there any particular reason why 2nd is so short on guys? I figure that it'll affect how their sergeant will act.

Just normal attrition and bad luck with replacements.
Logged
Shoes...

Canalan

  • Bay Watcher
  • A Chainsaw! Find some meat!
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #32 on: January 05, 2012, 08:29:43 pm »

I like being somewhat removed from the tactical situations of ground combat.  I'm better at strategy anyways, or so I like to think.  So I have no problem with commanding the "boring" HQ platoon.  And if you add a weapons squad, I'll probably break it up among the already existing squads.
Also, the two "cheat death" rules should act as "lifelines" or something like that, aka, the "everyone gets one" rule.
Anyways, any further details on the current assignments?  Specific information on enemy troop strengths, any specifics on what kind of support can be expected?  Local friendly units to link up with?

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #33 on: January 05, 2012, 08:44:37 pm »

Nope.
Logged
Shoes...

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #34 on: January 05, 2012, 09:33:14 pm »

What does FNG stand for?
Logged

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #35 on: January 05, 2012, 09:49:23 pm »

Fucking New Guy
Logged
Shoes...

zomara0292

  • Bay Watcher
  • Its a lie. he is still an escaped lunatic brony.
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #36 on: January 05, 2012, 09:52:52 pm »

 its. . . . . . . *facepalm* Danm lassy.
Logged
I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #37 on: January 06, 2012, 11:17:27 am »

Spoiler: January Mission 1 (click to show/hide)

That's 1st Squad's map.  It's 4 feet by 4 feet.  One edge of the map is your "home" edge, and it's your choice which.  You have to prevent enemy forces from reaching your edge of the map.

Contact occurs in the mid-afternoon around 4 o'clock (Or 1600 hours if you want to roleplay).  Weather is clear but could change at any moment.

To explain the terrain:

The grass at the top is just thick grass.  You can conceal yourself in it but it doesn't provide cover, obscure vision, or hinder movement.  The grassy stuff below that is elephant grass.  You can see four inches while inside it, and it takes two inches off your movement speed (A character can move 8 inches in a turn).  It also provides concealment.  The building is a thick bamboo and plywood, the blue squares are windows (Though there's no glass, it's just holes in the walls).  The windows provide cover.  The railroad is a section of old French railroad that doesn't work or go anywhere.  It doesn't have any game effect.  The road is a road.  Vehicles can use it.  The artillery crater is cover, and so is the cart.

The big green things are clumps of trees.  Reduces movement speed by half and provides cover and concealment if you're inside.  The other thing in there is a steep hill with trees on the top.

Which edge do you want and how do you want to deploy your squad?

Mission 2 in a few minutes

« Last Edit: January 06, 2012, 11:55:21 am by Cthulhu »
Logged
Shoes...

ansontan2000

  • Bay Watcher
  • I am a Poro. Fear me.
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #38 on: January 06, 2012, 11:33:30 am »

Waitlist me please.
Logged
When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #39 on: January 06, 2012, 11:37:56 am »

I just realized the cart in the first post is fucking enormous.  Just suspend disbelief on that one.

Spoiler: January Mission 2 (click to show/hide)

The goal for this mission is to take and hold the village, primarily the central three houses.  You can choose any of the four edges and deploy anywhere in that half of the map.  The enemy will enter from the opposite edge.

Mission is in the late evening.  You have six turns of daylight left when the mission begins.  It's currently raining.

Oh, I forgot to mention.  The way we'll deal with turns and stuff.  When you give your orders, your guys will carry them out to the best of their ability, using as many turns as it takes.  If something significant comes up I'll end the process, post the update, and ask what you want to do next.  When not much is going on there will be more turns per update.

So, if your guys are walking through a rice paddy, and it takes five turns to get through, the update will be five turns of action.  If at turn three shit goes crazy and enemies start shooting from the forest, I'll end it there and the update will be three turns of action.

Another very important thing:  Initiative is determined each round by rolling two opposed dice.  Whoever gets the higher result goes first, AND, and this is the important part, only people whose rep is higher than their initiative result can act.  Groups (That is, units grouped together and within four inches of each other) use the rep of their leader.  This is part of the reason you want your squad leader to be rep 5.  If he's lower, you have a higher chance of parts of your squad being unable to act in a turn.  Keep how that works in mind when you're planning your actions.
« Last Edit: January 06, 2012, 04:35:42 pm by Cthulhu »
Logged
Shoes...

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #40 on: January 06, 2012, 12:26:12 pm »

Cthulhu, regarding the waitlist do you want me to leave a stats list, or just a request to be added?
Logged

Strife26

  • Bay Watcher
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #41 on: January 06, 2012, 04:04:16 pm »

I'm curious, Cthulhu, how realistically will this game be simulating combat? Should we be planning the nice, standard, two group suppress-flank-assault through-assault through type small infantry movements?
Logged
Even the avatars expire eventually.

Canalan

  • Bay Watcher
  • A Chainsaw! Find some meat!
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #42 on: January 06, 2012, 04:23:35 pm »

Is anyone else as excited as I am about this?  I'm pretty excited.

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #43 on: January 06, 2012, 04:33:51 pm »

It's a very simple system, it has to be since it simulates the actions of individuals (Compared to, say, Warhammer 40k, which simulates group actions), but it definitely rewards tactical thinking and if it works in the real military it will probably work here.

I'll mention some of the other rules to make sure you guys know what you can do.  When a figure takes fire, he has to roll two dice against his rep.  If they pass both, people taking actions like charging or retrieving wounded will continue.  People moving will finish and shoot back in reaction, and people who can't shoot back or are outgunned (Each weapon has an OutGun Rating [OGR] that represents the psychological effect of the weapon.  Explosive and fire weapons are the highest, after that it's pretty self explanatory, machineguns, assault rifles, semi-auto rifles, etc.) will find cover.  If you fail dice you're more likely to find cover and not get to shoot back.

There are two major things you can do with shooting that aren't just direct fire.  You can designate a 2"x2" square or a single terrain feature (A patch of grass, a small house, etc.) for Recon by Fire, and you'll fire at it using all your T and at -2 to rep.  If there are hidden enemies in said feature they have to roll to stay hidden, and if they fail they're revealed and shots from your Recon by Fire roll can be assigned to them.

The other one is suppressing fire.  If you can see an opponent or know where they are (Like if you saw one duck behind a rock but can't actually see him), you can declare suppressing fire.  If anyone enters your gun's swath (The swath is a cone as wide as your gun's T rating, and shots can only be allocated on targets within the swath) or comes into view (For example, to take a shot at your teammates) the figure using suppressive fire gets to take an In Sight (A 2d6 test against rep to see if he can shoot) test with 3d6 instead of 2d6, and if he gets to shoot the shots are fired before the opponent has a chance to.  Basically no one in the swath can do anything or they get shot. 

So yes, considering the lethality of the combat in this game, suppress-and-flank tactics and the Four Fs are strongly recommended.
Logged
Shoes...

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: FNG - Forum-based Vietnam Wargame
« Reply #44 on: January 07, 2012, 03:07:18 pm »

Bimp:  I'd like to keep things moving, two days with no updates is a very bad milestone.  I'm going to put a deadline of midnight tonight for people who haven't said anything (Pillow_killer and bdthemag) and if they don't show up by that point we'll find different people.
Logged
Shoes...
Pages: 1 2 [3] 4 5 6