"Hot Off The Presses, Free Fire Zone Rules Update"
A number of people have asked for more information on what we're doing with our new rules, Free Fire Zone. First of all, for those who have played previous editions: Yes, this is a complete top to bottom re-write. We are going to maintain the impeccable style & feel of the original game, but most of the mechanics are being redone with an eye towards making a faster flowing game. So, here's a look at what we've been up too.
Our first step in the design process was to look at the nature of the Vietnam War. As an asymmetrical, guerrilla war the concept of "Frontlines" goes out the window from the start. Without front lines, finding the enemy becomes a problem, if the enemy doesn't want to be found. The VC/NVA were masters of avoiding contact until the odds were in their favor, and breaking off contact before the Allies could bring overwhelming fire support to bear. To simulate this type of jungle warfare we introduced the Jungle Fighter rule. Troops with this rule (not only VC/NVA can have this, but also US Special Forces, Seals, LRRPs, and Austrailian SAS) may utilize "hidden" deployment and movement. Jungle Fighters deploy a number of markers on the board for troops able to use this rule (based on troop & scenario) instead of the miniatures at the beginning of the game. These markers have limited movement ability (to keep gameplay moving quickly) and can reveal themselves by ambushing, regular firing, or by being detected themselves. The end result of this is a very intense, "Hunting for Charlie" feel prior to contact.
The second "No Front Line" game design factor comes with morale. Most miniature wargames rate a unit's morale and when certain conditions call for it you make a roll. If the unit makes it, they're fine. If the unit fails, they run. When there isn't a front line, there's no place to run to that is safe. If a company of US infantry is ambushed in the jungle, a squad breaking and running into the jungle isn't safer. It's gone from the frying pan and into the fire. So for Free Fire Zone, a simple morale system didn't seem right. This led us to a two-tiered morale system
.A two-tiered system, that's Madness! But, considering our Beta-designers that's what we generate, madness.
The two-tiers are suppression and morale. Think of suppression as "Instinct," the human body's way of saying "Hey, I don't want to get shot, I'd better duck." Suppression makes a soldier get down, go for cover, or make themselves as small as possible. Once the initial shock wears off and the soldier realizes death isn't imminent, they tend to react by doing their job (most often shooting back) based on their training. In game terms suppression reduces the action points available to the unit receiving fire. The worst suppression can do is keep you pinned down.
In FFZ the morale "Check" is much worse than suppression. Morale checks occur when something much worse than getting shot at happens. It's when a soldier realizes "I'm gonna die in the next minute" if the situation doesn't improve. Ambush, in a crossfire, & casualties are some of the things (all of which also trigger suppression) that trigger morale checks. If the unit makes their morale check, they suffer the effects of suppression, but nothing further. If they fail troops will flee if they think can get to safety, or become temporarily combat ineffective.
That's just a brief glimpse into what we're planning on for Free Fire Zone. I welcome your comments, ideas, and suggestions. Please feel free to contact me at HallowedGroundTerrain@gmail.com
Cheers,
Mike Garner
Hallowed Ground Terrain