Jump to content



Photo

Implementing a civilian element: Custom rules.


  • Please log in to reply
5 replies to this topic

#1 LedZep

LedZep

    Member

  • Members
  • 121 posts

Posted 17 August 2012 - 07:53 AM

 Sup

 

I was thinking about how the germans used psicological warfare and it got me pondering about implementing some kid of point system for civilians.

Here are some ideas for warfare:

 

After choosing the scenario, you could then choose what part of the world you fight in. The player with the army of the scenario then puts civilians inside structures or in the field. These civilians want to get away, protect their family, protect their country or join the invading army.

The nationality of civilians would affect the reaction from civilians. The reactions could be like screaming, being scared or attacking the unit. That would make the same effect as supression. 

The civilian damage:

The player who puts civilian miniatures should throw a number of dices. The hits would make that number of civilians potentialy harmful for the invading army.

Example #1: The Allied army enters a house to get cover or to attack from safe cover. A civilian or a group is inside. The allies have to do a saving throw to shut them up if there are some enemy units up close- lets say 14 inches instead of 12. If the throw fails, the enemy gets to react to the allied army inside. This would be a bonus for the enemy for the failed saving throw.

Example #2: The allied army enters a house to take cover and they are no enemy units around. Entering they find a loyalist or someone protecting his family. The allied has to make a saving throw and if it fails the civilian shoots or stabs one soldier in the unit killing it and leaving the allied with 4 soldiers. 

Example #3: Recistance- The Allies enter and find someone who want to join the fight. You then make a throw to check if the civilian looks like he can handle himself or if he will be of no use. If succesful, this gives you a +1 on health and an extra soldier with one weapon of your choice from the enemy arsenal.

Example #4: Nothing happends.

Example #5: Resistance recon- Give you an artillery attack on the enemy If you have the nesesary weapons at the moment. Its like the civilian knows the location of a statonary mech or unit.

 

Getting civilians to safety could give the army that rescues them extra VP's.

Im trying to figure out the rest. Feel free to add advice. I will be trying this next week.

 

-ledzep-

 



#2 Loophole Master

Loophole Master

    Member

  • Members
  • 1,938 posts

Posted 17 August 2012 - 07:56 AM

Sorry, wrong forum, buddy.



#3 LedZep

LedZep

    Member

  • Members
  • 121 posts

Posted 17 August 2012 - 08:09 AM

 Where does it go? By warfare I did not meant dust warfare only. But both games. 



#4 Loophole Master

Loophole Master

    Member

  • Members
  • 1,938 posts

Posted 17 August 2012 - 08:17 AM

Well, Dust is the whole line, Tactics and Warfare are the individual games.



#5 LedZep

LedZep

    Member

  • Members
  • 121 posts

Posted 17 August 2012 - 08:52 AM

 The Idea is for both versions of the game. 



#6 mgentile7

mgentile7

    Member

  • Members
  • 723 posts

Posted 27 August 2012 - 11:46 PM

LedZep said:

 Sup

 

I was thinking about how the germans used psicological warfare and it got me pondering about implementing some kid of point system for civilians.

Here are some ideas for warfare:

 

After choosing the scenario, you could then choose what part of the world you fight in. The player with the army of the scenario then puts civilians inside structures or in the field. These civilians want to get away, protect their family, protect their country or join the invading army.

The nationality of civilians would affect the reaction from civilians. The reactions could be like screaming, being scared or attacking the unit. That would make the same effect as supression. 

The civilian damage:

The player who puts civilian miniatures should throw a number of dices. The hits would make that number of civilians potentialy harmful for the invading army.

Example #1: The Allied army enters a house to get cover or to attack from safe cover. A civilian or a group is inside. The allies have to do a saving throw to shut them up if there are some enemy units up close- lets say 14 inches instead of 12. If the throw fails, the enemy gets to react to the allied army inside. This would be a bonus for the enemy for the failed saving throw.

Example #2: The allied army enters a house to take cover and they are no enemy units around. Entering they find a loyalist or someone protecting his family. The allied has to make a saving throw and if it fails the civilian shoots or stabs one soldier in the unit killing it and leaving the allied with 4 soldiers. 

Example #3: Recistance- The Allies enter and find someone who want to join the fight. You then make a throw to check if the civilian looks like he can handle himself or if he will be of no use. If succesful, this gives you a +1 on health and an extra soldier with one weapon of your choice from the enemy arsenal.

Example #4: Nothing happends.

Example #5: Resistance recon- Give you an artillery attack on the enemy If you have the nesesary weapons at the moment. Its like the civilian knows the location of a statonary mech or unit.

 

Getting civilians to safety could give the army that rescues them extra VP's.

Im trying to figure out the rest. Feel free to add advice. I will be trying this next week.

 

-ledzep-

 

Maybe if you defined what a saving throw would be this would help clarify the sequence of play? What I am understanding is every time you enter a structure you would role a dice? If say you get a hit the house is occupied? then you would role 5 dice and add up the hits and that would be your situation based on your 5 examples? AFter that im not sure about the saving throw idea? LM was correct in stating this is the TACTICS forum. The game plays a lot faster.

Perhaps instead of rolling dice you make up markers and place them face down in certain structures. Then when entering you flip over for the results. You can make a number of blanks along with the 5 you list and randomly place??

When testing if you are playing TACTICS see how much time this adds to turn. I mostly play city boards so this could add some time to a turn.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS