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"Which rules have a well done Electronic Warfare rules" Topic


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Lfseeney31 Oct 2016 1:51 p.m. PST

Just looking at what folks are using for the EW side of games.

Which ones seem to work well for you?

Personal logo Extra Crispy Sponsoring Member of TMP31 Oct 2016 5:14 p.m. PST

I like Strike Legion's take.

Each unit has an EW capability. So each unit gets a chit spending some on offensive (spot and shoot better) and some on defensive. Very simple and a nice way to make it something more than an off board "factor."

MichaelCD01 Nov 2016 8:44 a.m. PST

+1 for Strike Legion

Lfseeney01 Nov 2016 5:37 p.m. PST

Thanks All!
Grabbed the base copy reading it now.

Thinking of making the EW the Company Level, so there is fewer settings, plus a few EW unit types to help out.

Covert Walrus02 Nov 2016 2:51 a.m. PST

I'd also mention IRON COW from Wessex Games – ECM is based on how many dedicated vehicles you bring to the game, and it can change the orders given to opposing units by the other player for one thing.

Ralph Plowman02 Nov 2016 4:14 a.m. PST

I'm sure Stargrunt 2 and Tomorrow's War have rules for EW.
Haven't used them so I'm not sure how well they work.

Weasel02 Nov 2016 1:28 p.m. PST

Stargrunt hsa a tiny bit but nothing extensive, it kind of predates that being a "thing".

Stuuuh02 Nov 2016 4:56 p.m. PST

IIRC SG2 has rules for EW and counter EW actions. They inclusde jamming comms and remote spotting of units. You could easily expand that to operation of drones too

TheBeast Supporting Member of TMP13 Nov 2016 10:46 a.m. PST

Honestly? Few times I play recently, I think of EW like I think of nanotech: it's built into everything, runs automatic so I can't screw it up, all various development of EW and counter-EW has reached a bit of stalemate.

And, if ANYTHING changes, I'm toast. ;->=

Doug

Lfseeney22 Nov 2016 12:40 p.m. PST

TheBeast,

When the sides are at the same tech level I mostly agree.

But when one side is a few generations behind then it would have an effect.

Also at times going full Defense or Offense is worth the risk.

Noting every vehicle in anything but skirmish feels heavy, but at company level seems doable.

kmfrye29 Nov 2016 10:07 a.m. PST

I was just looking at Stargrunt II's EW rules, with an eye towards porting them into Dirtside 2 – basically, each member of an EW Team gets three EW chits, these allow the owning player to attempt to spot hidden units, jam communications, spoof sensors and guidance systems, and counter the opponent's EW attempts.

I hope this helps.

Keith F.

Lion in the Stars29 Nov 2016 7:46 p.m. PST

Tomorrow's War models EW as it impacts the network-centric warfare systems (called the "Grid" in the game).

Forces operating a Grid usually deny their opponent the ability to use out-of-contact movement. They also often ignore some Fog of War cards (the card will state what effects it has on a unit on the Grid). Forces on the Grid can call in Air and Arty quicker and closer than forces not on a Grid, with reduced chances of friendly fire. Forces on a Grid can also synchronize their fire (usually at aircraft and/or artillery, but some units can even sync their energy-weapons fire at tanks).

But there are serious downsides to a Grid, too. Forces that regularly use a Grid often become dependent on it, and so will take big penalties if the Grid goes down.

ECM units can take down the enemy's Grid locally, it's basically rolled like a unit quality check opposed by the Grid's quality. Some Fog of War cards will take down the Grid, too.

Both forces on the table can have their own Grids, though it usually works out that one side or the other is down locally. If both Grids are up, it's possible for one side to use Out-of-Contact movement if they pass a Grid Quality test.

Personal logo miniMo Supporting Member of TMP29 Nov 2016 8:11 p.m. PST

I'm pretty sure Striker, the miniatures game for Traveller, covered EW.

Varying tech levels between worlds is a big thing in Traveller.

TheBeast Supporting Member of TMP22 Dec 2016 8:03 a.m. PST

But when one side is a few generations behind then it would have an effect.

Sorry, I missed this. As I said, the 'effect' would be the lower side is toast.

I really think it makes THAT much difference.

If you like the much closer leapfrogging of WWII, go for it. But that seems campaign scale or larger.

Doug

Lion in the Stars22 Dec 2016 5:13 p.m. PST

But when one side is a few generations behind then it would have an effect.

Sorry, I missed this. As I said, the 'effect' would be the lower side is toast.

I really think it makes THAT much difference.


I'd have to agree. Look at what happened to Iraq in 2003. US forces went through them like Bleeped text through a goose. And that was theoretically 2 generations behind the Americans. Well, arguably 1-2 generation behind in the vehicles (T72s and heavily upgraded T55s versus Abrams), probably 2-3 generations behind in comms and tactics (still using WW2 stop and shoot, versus Abrams shoot on the move).

For that matter, look at the Invasions of France or Russia in the 1940s. The German C&C/EW was generally ONE generation ahead of their opposition, and the Krauts bypassed, cut off, and eliminated the French/Soviets.

Getting inside someone's OODA loop is that devastating.

GamingAddict31 Dec 2016 2:51 a.m. PST

Doesn't make for a good game where EW/tech is so disparate unless scenario specific ie take down a power source or steel technology. Also remember too much reliance of technology which can be spoofed (dummy tanks, used in the Balkans worked just as well as in WW2).

For competitive games I would go with Strike Legion where you get a tactical decision to assign EW to offence/defence, although I do like the idea of having a system where you can assign EW assets to specific tasks or for strategic influence.

SCAdian31 Dec 2016 11:51 a.m. PST

1st Edition Heavy Gear had a nice set up for EW.
Not sure about the current set of rules though.

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