Extra Crispy | 15 Jul 2014 2:01 p.m. PST |
What rules out there include rules for electronic warfare such as cloaking, scanning, countermeasures, hacking, etc.? |
Mark RedLinePS | 15 Jul 2014 2:10 p.m. PST |
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chuck05 | 15 Jul 2014 2:17 p.m. PST |
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MajorB | 15 Jul 2014 2:22 p.m. PST |
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Rudi the german | 15 Jul 2014 2:29 p.m. PST |
Stiker from GDW (command decision in the future) |
Jakar Nilson | 15 Jul 2014 3:20 p.m. PST |
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Doms Decals | 15 Jul 2014 3:28 p.m. PST |
Hellfire. (That one always sticks in my memory for the cartoon of a smug looking guy sat at a console explaining "ECM is the last word on the modern battlefield" as a caveman raises a club behind him….) |
KJdidit | 15 Jul 2014 3:35 p.m. PST |
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FABET01 | 15 Jul 2014 3:53 p.m. PST |
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Who asked this joker | 15 Jul 2014 4:05 p.m. PST |
Star Fleet Tactical Simulator. |
vdal1812 | 15 Jul 2014 4:55 p.m. PST |
I think Quadrant 13 uses EW. |
(Phil Dutre) | 16 Jul 2014 3:41 a.m. PST |
Do you mean rules that simply include a die modifier or a die roll to account for those effects? Or do you mean rules that "simulate" these activities in more detail by introducing seperate gaming mechanics? Once I used the classic game Mastermind in a miniature wargame. Every wargaming turn, the players could also make one guess on the Mastermind board. If they won in Mastermind, they had broken "the code", and gained some in-game advantage. The idea was that the Mastermind sub-game was a representation of the behind-the-screens hackers to gain some advantage that translated in the actual ground warfare. |
chironex | 16 Jul 2014 3:52 a.m. PST |
@vdal1812: Yes it does. You can use it to interfere with comms/command, and if your side is sufficient tech levels above the other, attack enemy vehicles' systems. Which may be why there is no option to have a tech level between American Civil War and Vietnam, as WW1 vehicles may offer the enemy sysops something of a challenge… How do you hack a biplanes' avionics…? |
etotheipi | 16 Jul 2014 6:51 a.m. PST |
Quick Intermediate Level Skirmish has command nets and counter C2 capabilities. C2 capabilities for units are defined prior to the start of the engagement and are in effect throughout the engagement, as modified by their conditions of operation (range, LOS, daisy-chain/hub-and-spoke, node types). Counter C2 capabilities have to be assigned to a unit's die design. They are used as an attack for that unit, as desired. A "counter C2 unit" can have other attack capabilities (and better have defense, if you want it to survive long); these capabilities are in a trade space with each other (more of one necessitates less of another). --- Our Allenstein (WWI, Tannenberg 1914 battle) scenario for QILS does not use the C2/counter C2 capabilities, but implements "hacking" (the interception of plain-language Russian radio command and control by the Germans) as a game condition. |
Extra Crispy | 16 Jul 2014 9:24 a.m. PST |
Here's what I'm looking to do. I have a base skirmish rules set that works fine for "WW2 With Lasers." But I want to introduce EW into the game and I'm looking for ways to do that. I want more than just a DRM as that still just feels like WW2. I want the player to have to make decisions on when to use EW and which kind. The "Mastermind" sub game is brilliant. I am totally stealing that. |
commanderroj | 16 Jul 2014 9:42 a.m. PST |
I like that Mastermind concept, but I am already wondering if it could be done with varying numbers of opposed die rolls (buckets of dice) to allow for the variable EM qualities of each side rather than a game in which the two players are having a separate EM battle between themselves, based on their own skill at Mastermind, if you seen the difference. But a great idea nonetheless! |
Lion in the Stars | 16 Jul 2014 6:11 p.m. PST |
Infinity has some limited EW capabilities. There are hackers in the game, and they can do some classical cyberpunk and Ghost in the Shell things: shut down a powered armor or bot, take over a big stompy robot, mess with precision-guided micromissiles, divert air-dropping troops, unlock doors, etc. There's not a whole lot of battlefield-level EW in Infinity, but since your battlefield is on the order of three square blocks, you're just not going to see major jamming and counter-jamming. Tomorrow's War has a whole set of rules for network-centric combat. |
Extra Crispy | 17 Jul 2014 2:20 p.m. PST |
My thoughts on the "Mastermind" concept. If one side has an EW advantage I'd give them a head start on the pegs – say you know one is red. A very pronounced advantage would be Red goes in the 4th position or whatever. |