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"Modern-To-Near-Future Situational Awareness VS Rules" Topic


14 Posts

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Comments or corrections?

Cacique Caribe22 Dec 2009 2:55 a.m. PST

How are today's rule systems (for Modern and Near Future gaming) adapting changes to traditional "fog of war" by new state-of-the-art situational awareness systems?

Example: Land Warrior System

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Thanks.

Dan

Dropship Horizon22 Dec 2009 5:03 a.m. PST

You'll be able to tell in Ambush Alley's upcoming Tomorrow's War rules.

Cheers
Mark

aecurtis Fezian22 Dec 2009 5:10 a.m. PST
Goldwyrm22 Dec 2009 6:44 a.m. PST

Constant communication doesn't work well in conjunction with morale failure when fighting zombies.

tiny.cc/zrIHk

How come this isn't crossposted to the horror board? grin

Cacique Caribe22 Dec 2009 7:14 a.m. PST

"How come this isn't crossposted to the horror board?"

LOL. I guess I should have!

Dan

Frederick Supporting Member of TMP22 Dec 2009 8:10 a.m. PST

The key element that will determine the success or failure of systems like Land Warrior is culture change, not technology – the soldiers in Alpha Company using Land Warrior did not cut their teeth on the wrap-around battlefield culture, especially the officers and NCOs – so, in time-honoured military tradition, they will have the new technology and ignore it

I am reminded of an excellent piece in CS Forester's The General (which, if you have not read, you should) when a British cavalry regiment in 1914 is trying to stop a determined German infantry attack, and the officer commanding realizes that having the slowest officer in the regiment command the machine gun troop was probably not the best decision he ever made

WarDepotDavid22 Dec 2009 3:02 p.m. PST

That sort of stuff really helps and needs to be built into the rules' initiative, reaction, intelligence, recon and spotting. Not sure if it would make it any easier to take out the threats but definitely getting the edge in being able to hit 1st and biggest is what modern combat is all about.

But as mentioned it needs to take into account whether or not the unit is well trained and well cultured to these new tools.

David
wardepot.blogspot.com
6to20painting.blogspot.com

Warbeads22 Dec 2009 3:30 p.m. PST

Roger that!

Gracias,

Glenn

Ambush Alley Games22 Dec 2009 3:49 p.m. PST

David, I think you'll like the way we handle it in Tomorrow's War.

CPT Jake22 Dec 2009 7:15 p.m. PST

You'll be told what it is all about, tomorrow (as in tomorrow never comes)…

Just kidding. It is Shaun's Kick Butt attempt to take Force on Force and apply it to a Sci Fi/near future setting. He has added in what appear to be good clean mechanisms to account for unmanned vehicles, advanced sensors, 'net-centric' battle command applications, various other technologies and a LOT more.

In full disclosure, I am a biased source, having seen the rules in draft form and provided imput. I like 'em a lot. They should be adaptable to any hard Sci Fi setting.

WarDepotDavid23 Dec 2009 4:41 p.m. PST

Awesome. I am keen to get some near future Marines against alien invaders.

David
wardepot.blogspot.com
6to20painting.blogspot.com

ghostdog24 Dec 2009 7:05 a.m. PST

some advantages you can put on the table:

troops firing from cover gets more cover, as they can fire from corners, cover, etc… without exposing the body.

extending the "comand radius", as the comander will know where exactly his squads and fireteams are. I wouldn´t allow more distance between soldiers in the "squad/fireteam" in order to maintain coherence as I think that there is still a very human moral factor in being close to your mates

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