ambush , IEDS and mortars

xbowmen

Mongoose
Last I run a game with the MEA occupying a town and the USMC moving in as a patrol. I wanted MEA to be able to ambush the marines so I did the following.


Of course for to have ambushing to work in BE game, it should have a GM if the gamers feel it is necessary and a bird eye map of the town or terrain. The defender must plot their deployment on the map and confer with the GM of any movement as to the stealth of that unit movement during the game. The normal BE spotting rule of a size type is ignore for this unit (s) that are attempting to ambush as those unit( s) figures would not be place on the table behind a wall, windows or doors.
Also plot on the map any location of personal and vehicle land mines including booby traps and IEDs.

Ambush procedure..
Any unit that Ambush can only be execute on their activation of their turn or their reaction to their opponent move activation when less than 10" away, and will deliver first shot follow by reaction fire of the target as a reply to that unit. And should those that are ambushing survive the target reaction fire, they may move full move away but will receive a suppression marker. (this is to reflect some type of disorder.) Should those that ambush become suppress by the target reaction fire, may still move away after which it will receive two suppression markers instead of one. The ambush figure or unit will remain on the board, (even if out of LOS of the enemy,) until the suppression mark (s) are remove and has made one move action of their own is completed. If the unit is at that time is completely out of LOS of the enemy, then it can once again be remove from the board and be plotted on the map

This method work well and does not stray too far from the rules.

Also last night I use anti personel mines and since the mine field cover 1 sq foot, some of the fields over-lapping into the buildings. I allow the mine field to be activated inside buildings as part of a booby trap. Since the rules does not cover this, i would like to know what you all think on if I should have let this be allowed.

Finally, the rules cover nothing on mortars. I would assume that mortars are of the 80mm to 120mm type. But what would be their range for both max / min distance? What type of damage dice or how many dice would there be for damage? What size of area blast range?

I'll be interested, (especially from Mongoose), on their comments of the above topics Thanks
Den[/b]
 
I see nothing wrong with having the mine feild being in a building as booby traps... that sounds like a no brainer to me.

As for motars I would just use light off board artilery for them, and use the rules in the main rule book for that. If you want to make 120mm mortars into heavy artillery then I don't see any problems with that either. Although I would be inclined to just have mortars be light artilery.

With ambush I would just have used the ambush rules from the SAS card, and adjust the points cost for the ambushing side (say 3/4 of the points and ambushing unit of size 3 or greater, size 3 or greater models are deployed as reserves).
 
Cordas:
With ambush I would just have used the ambush rules from the SAS card, and adjust the points cost for the ambushing side (say 3/4 of the points and ambushing unit of size 3 or greater, size 3 or greater models are deployed as reserves).



xbowmen

Stealthy does not work for what I want in an ambusr (which ambusher fire first). Ex MEA hiding behind wall against Marines 23" away. Marines move first within 19" for first action and then they fire. MEA wouldn't get to ambush by firing first. Now if stealthy was 10" then it might work for ambush.

Den
 
Ambush: This unit may be concealed in an area of terrain outside of the enemy’s deployment zone before the game begins. Write down the location of the unit before any models are deployed. You can reveal the unit at any time by placing the models on the table.

This is the rule I meant, it would be the MEA who would choose when to reveal EACH ambush seperatly, and note the "at any time" part of the rule, this means you can deploy your models during the opponents turn, even in the middle of an opponents action....

Imagine...

USMC squad approach down a street, take care and moving slowly (action 1)... pause.... failing to see any hostile forces they continue to advance as they finish moving the MEA insurgents appear at the windows of what appeared to be a deserted building, the squad finishes moving as they turn to pear up in horror (action 2)...

The insurgents gain the advantage of a reaction because the marines finshed their advance within 10" and open up on the shocked marines. The marines can't return fire because they can't react to a reaction.....

Next USMC squad moves to gain LOS to insurgents in building (action 1), as they open fire on insurgents in building (who have the bonus of a cover save) more insurgents apear in an olive plantation near them (action 2)....

The 2nd squad of insurgents open fire as a reaction on the 2nd squad of marines, again the marines can't return fire due to being unable to react to a reaction.

As you can see this is very powerfull, thats why I suggest limiting the points of the MEA to 3/4 of the those given to the USMC, it may need a bit of play testing to find out a workable points ratio, I just said 3/4 off the top of my head. Of course you also have to be clever about where you place your ambushes and when you spring them.

1 other thing you need to be aware of is that ambush units do not count towards your shatter limit until they are on the table, this is something you could ignore for this particular scenario if you choose, or simply put a unit of MEA on the table as far away from the USMC deployment zone as you can and use them as bait...

edit, I hope this helps.... I think it could make the basis for a great scenario.
 
Cordas stated:
Quote:
Ambush: This unit may be concealed in an area of terrain outside of the enemy’s deployment zone before the game begins. Write down the location of the unit before any models are deployed. You can reveal the unit at any time by placing the models on the table.


This is the rule I meant, it would be the MEA who would choose when to reveal EACH ambush seperatly, and note the "at any time" part of the rule, this means you can deploy your models during the opponents turn, even in the middle of an opponents action....


I need help,(No not that kind of help)

I can not find anything on the SAS card from this Web site:

http://forum.evocommand.com/viewtopic.php?t=60

nothing is stated on ambush on the card or anywhere in the rulebook.

Also what is the cost to MEA for roadside bombs. No mention of that in the book either.
thanks
Den
 
Yup check the MGP cards, they are very good 8) at putting them up on the website before the models are released to give us a chance to play with them.

The cards that turn up on evocommander tend to be playtest cards and do sometimes get changed.
 
cordas said:
Ambush: This unit may be concealed in an area of terrain outside of the enemy’s deployment zone before the game begins. Write down the location of the unit before any models are deployed. You can reveal the unit at any time by placing the models on the table.

This is the rule I meant, it would be the MEA who would choose when to reveal EACH ambush seperatly, and note the "at any time" part of the rule, this means you can deploy your models during the opponents turn, even in the middle of an opponents action....

Imagine...

USMC squad approach down a street, take care and moving slowly (action 1)... pause.... failing to see any hostile forces they continue to advance as they finish moving the MEA insurgents appear at the windows of what appeared to be a deserted building, the squad finishes moving as they turn to pear up in horror (action 2)...

The insurgents gain the advantage of a reaction because the marines finshed their advance within 10" and open up on the shocked marines. The marines can't return fire because they can't react to a reaction.....

Next USMC squad moves to gain LOS to insurgents in building (action 1), as they open fire on insurgents in building (who have the bonus of a cover save) more insurgents apear in an olive plantation near them (action 2)....

The 2nd squad of insurgents open fire as a reaction on the 2nd squad of marines, again the marines can't return fire due to being unable to react to a reaction.

As you can see this is very powerfull, thats why I suggest limiting the points of the MEA to 3/4 of the those given to the USMC, it may need a bit of play testing to find out a workable points ratio, I just said 3/4 off the top of my head. Of course you also have to be clever about where you place your ambushes and when you spring them.

1 other thing you need to be aware of is that ambush units do not count towards your shatter limit until they are on the table, this is something you could ignore for this particular scenario if you choose, or simply put a unit of MEA on the table as far away from the USMC deployment zone as you can and use them as bait...

edit, I hope this helps.... I think it could make the basis for a great scenario.

It seems to me that when a Ambush occurs by MEA, couldn't the marines have an reaction since the MEA is activating out of sequence? The marines that were attack would do a reaction,(even though the move full,) to the attack due to MEA being activated out of turn. And in the scenario that you describe above if there was another team or squad of marines that witness the ambush, they would open fire on the MEA that just ambush their fellow grunts.
Den
 
xbowmen said:
It seems to me that when a Ambush occurs by MEA, couldn't the marines have an reaction since the MEA is activating out of sequence? The marines that were attack would do a reaction,(even though the move full,) to the attack due to MEA being activated out of turn. And in the scenario that you describe above if there was another team or squad of marines that witness the ambush, they would open fire on the MEA that just ambush their fellow grunts.
Den

No one can react to a reaction (so far) its one of the basic rules of the game and if you allowed reactions to reactions then the 1st turn might never end.

Of course any other units that haven't yet acted in their turn can use their actions to attack a squad that jumps out of its ambush. Its upto the ambushing player to weigh the risks of revealing the ambush when they do it.
 
cordas said:
xbowmen said:
It seems to me that when a Ambush occurs by MEA, couldn't the marines have an reaction since the MEA is activating out of sequence? The marines that were attack would do a reaction,(even though the move full,) to the attack due to MEA being activated out of turn. And in the scenario that you describe above if there was another team or squad of marines that witness the ambush, they would open fire on the MEA that just ambush their fellow grunts.
Den

No one can react to a reaction (so far) its one of the basic rules of the game and if you allowed reactions to reactions then the 1st turn might never end.

Of course any other units that haven't yet acted in their turn can use their actions to attack a squad that jumps out of its ambush. Its upto the ambushing player to weigh the risks of revealing the ambush when they do it.


The only problem I have with your idea is that if the MEA waited for the last marine unit to finish their move, then MEA could get an activation during the marines turn and then start their turn with a shoot and scoot turn involving their two actions. So their ambush could have 2 fire actions,(1 from the previous marine turn and start of their turn) then that marine unit would get to react, then the MEA would get to shoot or move again. Hmmm I can hear my marine gamers whine about that.
 
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