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sniper rules (for my own scenario)


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#1 Aussie_Digger

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Posted 15 July 2011 - 09:16 PM

Hey there people,

I have had some time to myself and so i thought id get back to a scenario im working on (russian vs german)

There are a couple of scenario rules im working on, and id just like to post the one regarding snipers to see if it makes sense to everyone (see FFG this is how you make sure rules make sence...)

Sniper Rules:

 

- Place a victory token on one of your Div 1 squads, this squad is concidered to have a sniper in it.
- Place the “Sniper Attack” card from the ground support deck with your operations cards.
- This card only refers to the squad you have placed the victory token on (not ‘any friendly unit’), and sniper has a range of 8. All other information on the card is used.
- using the sniper cost 1 activation (dose not cost any command points) and dose not fatigue the squad but place a fatigued token on the Sniper Attack card once it has been activated (this token is removed during the status phase like all the other tokens) so the sniper may be activated once every round.
- sniper may not attack if its squad is fatigued, pinned or disrupted
- sniper is concidered killed when the last regular or eliet figure is removed from the base.
 

Thanks for any feed back



#2 Grand Stone

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Posted 16 July 2011 - 06:22 AM

 

I like this sniper alot. Using the sniper card from 'ground support deck' for the attack is the only sensible thing to do.

 

However, I do have a question regarding a concealed sniper? Should using the sniper card reveale the squad or not? Personaly, I would let it have a small probability of revealing the squad. For example: if concealed, roll a die. If you rolled a 1 or 2, reveal the squad. If not, keep it concealed.



#3 Aussie_Digger

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Posted 16 July 2011 - 12:47 PM

your assement sounds fair regarding concealed squads with snipers, but i would keep the concealed rules the same as the toi rules if the squad it's self makes an action. Although for the scenario im working on none of the squads are concealed, as it is a sceanrio rule i didnt both to deal with it as it wont be an issue during the scenario. I wanted to keep the rules as short as possible and only listed what would be relevent during the scenario. But if I were making a general rule i would be addressing this as amoung other things.

My intention was to post the rules i was going to include in the scenario and just wanted to make sure they were easy to follow. (I will do the same with another special rule im working on later)

 



#4 KlausFritsch

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Posted 16 July 2011 - 10:47 PM

Aussie_Digger said:


 

Thanks for any feed back

I like that. Would also work for single sniper figures, but then they should get something like the Recon ability from Days of the Fox. That would make them a little more mobile and harder to kill than squads.



#5 Aussie_Digger

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Posted 17 July 2011 - 03:24 PM

Yea i thought it would be nice if ToI came out with sniper figures that had there own base and rules (maybe in a future expansion, but i think that might be asking to much ). But to keep things easy this it the option I have come up with.



#6 KlausFritsch

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Posted 17 July 2011 - 08:53 PM

Aussie_Digger said:

Yea i thought it would be nice if ToI came out with sniper figures that had there own base and rules.

That would be IT. Something like that would be a perfect addition to the Pacific expansion or urban warfare modules.



#7 Aussie_Digger

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Posted 18 July 2011 - 01:43 AM

If they did introduce snipers this way they would have to provide the figures for all the nations so that the rules can be used in all thearters



#8 VanCamper

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Posted 23 July 2011 - 12:47 AM

Another good idea from Aussie Digger, and snipers will definitely be needed for Stalingrad scenario.And  the idea of independent sniper figure, and free move each turn, and does not count as an action. Thats a good way to play the Memoir 44 Stalingrad factory scenario,also, letting both players use each of their sniper units each turn in addition to normal card play.

some additional suggestions:

1. Normal units, vehicles, cannot fire on a Sniper unless adjacent to the snipers hex., even if sniper fires while in their LOS.

2. Opposing sniper units, may however, fire at each other from distance, but the attack factor will be modified by whether a sniper has moved/fired, and has exposed his concealment. So if one sniper has the opposing sniper in LOS, but that opposing sniper has not moved or fired, then there is a -1 from AF of attacking sniper.A Snipers AF is a single die roll for "hit" causing one casualty, based on rating of the sniper:  Expert: 1-6= hit, Veteran 1-5 is hit, Regular 1-4 is hit.  (subtract 1 against sniper in building, woods, rough terrain), otherwise, terrain does not affect roll against other normal (non vehicular) enemy units.

2a. Snipers may only fire at non vehicular units or other snipers. If loaded, passengers cannot be fired upon by sniper., until they unload again. 

3. Snipers can move half their movement, and still attack, rolling die as above to score one hit. Snipers moving half movement, do not trigger OP fire from normal units,(unless they move adjacent to that unit) but may be OP fired by enemy Snipers.   

 






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