For me the presence of uncertain measure simulates an unparalleled non-linear experience of the battle field where numerous activities are taking place in the represented reality. We are severely restricted by the nonsynchronous gaming mechanics that we employ to activate all of these single elements as if we trying to hold each one aloft but only having one hand to do so. Variable movement merged together with random activations obliterates the "absolutism" of getting to the other side of the street unharmed when the player is in the absolute knowledge of exact distance, exact activation of one single unit in this "frozen state of time," absence of overwatch, absence of any other unit on the battlefield been able to react on time.
Who knows if the MG42 whose immediate attention has been drawn towards the introduction of the noisy Sherman will not in fact notice the US rifle team sprint across the street.
The non- absolute movement of the rifle team does not represent only the movement of their unit. It is representative of the entire cast of the battle. Representative of the MG42's amazing alertness that they saw the rifle team and reacted just in time to swing around and shower the street in lead. Excitement. Or the absolutism of 10 inches is less than 12 and I know the MG42 is not on overwatch. That rifle team have said their prayers and the God of the Cosmos, Lord of all time and space has answered, as He always does. In this case He is nothing more than the Rule Book and its restricted movement laws.
Can I give you a narrative from an actual report
Report was based on Operation Biting
Barrack's House or Villa with the Radar in front
If we take a look at the the situation in my own game… My British team (British Flight Sergeant Cox and several sappers) need to run from a house across a fairly short distance to a radar building to dismantle the radar equipment. This open ground is in clear sight of an German MG.
My version of the Villa or Barracks House
Game Situation: In this Turn the German MG had already fired at a bren gun team on the second story of the Villa in this turn so he isn't in overwatch mode and so according to the rules was not entitled to shoot or activate in this turn again. There are no other enemy in LoS of this open patch of game table. The distance in game terms was 6 inches. Time is of the essence as the two German companies will have an excellent chance of activating in the next turn as there has been gun fire. (Can't remember exactly but I think it was a 50% chance for each company and then 100% chance in the turn after that.) The British have a random chance of dismantling the radar once they are in the Radar Building (no chance first turn, 5,6 next turn, 3,4,5 turn after, automatic after that)
In a fixed movement game as the player I know what to do. I run 6 inches. I get into the building. Not exciting at all. Yawn. Yaaawn. Snore… :)
In a variable movement game I can sprint across with 3 d6's. I know the German's cannot shoot at me this turn they already have activated. I'm not entirely sure that I'll make it across. Kind of unlikely the British won't but it's not a certainty. Realistic uncertainty and bloody exciting!
Real Life interpretation of the game: The British notice the MG is firing furiously at the top window of the house, its a short distance to the radar and the German MG look distracted with the Bren Team…in reality however the British don't know for sure if the German's do notice them running across and react in time…even if it seems unlikely. They can't afford to waste much time. But they certainly can't afford to lose Sergeant Cox to MG fire.
So now the British are left with a choice;
as the MG does look kind of busy do they risk it and sprint across now (time is of the essence…there are 2 whole companies of Germans awaking right now to the sound of gunfire in the near by village.
Do they put down some suppressing fire on the German MG and then run across. Remember only British Flight Sergeant Cox can dismantle the radar equipment
So the dice which are available to the British are rolling 3 d6 if they run full pelt (like the clappers as they say…)
Important: The result of the total dice is not to be understood just as speed.
If they roll crap it doesn't mean Sergeant Cox is an over weight hippo. It doesn't mean he's leading a band of legless pygmy sappers. It doesn't even necessarily mean they slip and fall over. Nor do they decide its a nice place for a picnic and the moon looks just lovely shining on the sea this morning.
It means they need to make a decision and they're not in complete control of the situation. While the MG42 is involved in a firefight with the bren team it isn't out of the fight yet. Without Cox the operation is a failure instantly. Tactical decision is required. It's bloody exciting I'll tell you.
The meaning of what is rolled is a formula that will decide whether the MG reacts to the British movement. It is the uncertain chance of the German MG noticing the British and reacting in time…In this case its unlikely that the MG notices and has the swiftness of reaction to bear their gun down on them. But it's NOT an absolute.
That is what this roll is about…not just how fast the British run…
So if the dice roll total results in a number greater than the distance to be moved than that simply means the German did not react to the British movement.
If the dice is lower than the distance it doesnt mean necessarily that the British run slower but it means that
the German's do notice the British and do react to it…
But why are we saying that the movement dice roll doesn't necessarily mean actual speed or the strict understanding of distance covered over a certain period of time?
Because as Don said "Methinks you're thinking of fixed/specific time periods for a move…"
And why would that be …why not fixed time periods…
Well I'd imagine when creating a multi-player game that each side moves seperately from each other yet is attempting to simulate simultaneous action then there needs to be a different representation of time…
Otherwise our battles would represent the ridiculous…one side shoots while the other stops everything…then they move while their enemy stands motionless frozen in time and space…
Do you want to know what I decided to do?
This tactical genius decided to risk it al in a daring dash across the green…
Do you know what happened…
ell a $&@%! "5" is what happened. Five.
Yes I rolled two 1's and a 3…
Next turn German MG activated first and mowed down the entire team of three including Mr Cox (he has never forgiven me)
In discussions I was thinking could this type of mechanic be used to simulate acceleration and response times that I'm never entirely satisfied with in war-games.
If random movement could be used to simulate reactions and speed of thought and I thought there would need to be some form of opportunist Fire.
As in Crossfire if a unit enters in the LoS of enemy certain enemy units that qualify they can open fire. We'll call this Opportunist Fire. There are exclusions and modifiers to Opportunist Fire.
These modifiers will be explained momentarily but are connected to the Acceleration Rate of the target that triggers the Opportunist Fire
Opportunist Fire would require perhaps a successful Skill test/Morale check
Opportunist Fire would not require an Over Watch action.
Units Activated already this Turn can Opportunist Fire.
Each Pin on a firing unit gives +2 modifier (this is a negative modifier for the firer) (Based on the Bolt Action model where each pin lowers the unit's ability to activate.
Tanks could Opportunist Fire with a +2 modifier (+2).
Buttoned up tanks fire could with a +5 modifier.
Movement Rate and Acceleration Rate.
Forget everything we've said about random movement ok…its back to boring old fixed movement. Each troop/vehicle type has a fixed Movement Rate. It also has an Acceleration Rate.
An infantry Movement Rate is 6. In a Turn it can advance 6 inches (move and fire). In a Turn it can Run double its Movement Rate 12 inches
It's Acceleration Rate is (0) meaning d6 with zero modifier. This is the distance it can move across the table without triggering enemy Opportunist Fire
A Run Order increase the Acceleration Rate by +2. So the Acceleration distance of an advancing infantry unit would be 1 d6 inches while a running unit wound be 2 d6 +2 (This of course would have a maximum of 14 inches which is greater than the distance travelled but this is irrelevant to the mechanism…the Movement Rate is always the maximum distance the unit can travel.
Example:
US Squad want to get across the street to their objective. The distance is only 6 inches. There is a MG42 in the top story of a building to their right overlooking the street. It has 1 pin already and has fired this Turn. There's a German rifle team to their left right beside a buttoned up Panzer IV . Neither hasn't activated this Turn. None are on Overwatch.
The Squads movement rate is 6. They could make an Advance Order, shoot at the MG42 and still move the entire distance across the street.
The squad decides to shot at the MG42 first then casually walk across the street under the noses of the Panzer IV and the German rifle team. Under the current BA rules we know they will not be fired on. We know Absolutely.
The US squad fires and pins the MG42. And then begins to move its 6 inches. But it needs to roll for its Acceleration Distance based on its Acceleration Rate.
It rolls 1d6 (0) gets a 1!!! Its Acceleration Distance is 1.
It moves 1 of its 6 inches and now the German Units with no modifiers can declare Opportunist Fire.
The rifle team fails its skill test and so they don't open fire,
The MG42 has 2 pins so 2 inches per pin +1 =5 inches in total
The US move up another 4 inches (they're now just 1 inch from the building. The MG42 fires. It's fire is penalized for the pins as per rules. The US squad receive a pin and one dead. They are allowed to finish their move. The buttoned up panzer doesn't get to fire as its modifier takes it over the distance moved.
Now lets see the US declare a run.
Remember this is a short distance but they're not going to walk across the road exchanging fire with the MG42 this time.
Run Order means 2d6's and a +2 They roll a 1 followed by a 1!!!! that's 2+2= 4. TheUS squad move 4 inches. Then whoever can fire will fire.
The German rifle team fail their skill test and so don't get to fire.
The MG42 team have only one pin so they will fire at 6 but the US are in the cover of the building and don't receive a hit.
Of course in the game the US player may be unaware of the sniper hidden in another building to their left and he's on Overwatch. Acceleration won't help him there.
Take a situation in a particular scenario. And please keep in mind I don't have a fantastic knowledge of the speed rates of WW2 vehicles but you'll get the drift…)
A M18 Hellcat has already been on a run order in the previous Turn (this means he's accelerated to max) He has a Movement Rate of 12. He wants to come to the aid of a platoon of infantry across town. He's on a run order again this Turn. He's moving 24 inches x 2 (he's on a road so double movement) so that's 48 inches. His Acceleration Rate is d12 (6) So that's a 2 d12 +6
He's passing through a street 13 inches wide. A Tiger is down the street. The commander is upside. It has activated.
Rolls a 2 and a 7 +6 he moves 16 inches before anyone in his LoS can effectively react to his movement
The M18 drives along before the Tiger can react
I doubt anyone will read this but perhaps someone might find something interesting in the rubble :)