FlyXwire,
Bingo on steroids – I like that. It's definitely a different approach.
There is some suspense created because as each one-second turn is announced no one is sure who will fire next. I think that recreates an interesting Fog of War. In almost every game a vehicle is knocked out one second before it was able to get the shot off. Whether or not to use a Snap Shot is a big decision too I've seen players agonizing over.
Player-generated delay: A penalty I must enforce is that if a player was scheduled to shoot at a game time of 2:37 and he didn't pause the game at that time and then realizes it when the game has advanced to 2:41 he can shoot at 2:41 if he is still alive. If not – too bad. You snooze you lose. A player's real Situational Awareness will be tested as will some multi-tasking and record keeping, just like a real crew. I realize that for some people that's a deal killer and they find it somewhat intimidating or not to their liking. No problem, you can't please everyone.
I do run friendly games letting players know what is happening and letting them know when a new Line of Sight is created they have the option to react to.
While the maneuvers and options are available on the data card I'll show players how to execute a Halt Fire, Shoot & Scoot, Snap Shot, Reverse Slope Defense, Moving Fire, etc. They catch on pretty quickly because it's all common sense.
With new players, I've found they can handle 4-6 vehicles. I did a playtest with a 14-year-old with a slight learning disability with no AFV game experience and he ran 10 T-34/76's.
As older and experienced players we've come to expect that more detail means less playability and a pain in the butt. I think that's because more detail means more rule additions, abstractions, and exceptions telling you what you can and cannot do and when.
IGYG games interrupt the natural OODA Decision Loop flow of a player's intended action and force him to arbitrarily "wait" to perform his next move or shoot action. However, I think you need this if you are going to have a fair and balanced game. My system is not arbitrarily fair and balanced. That means you need to use your strengths against your opponent's weaknesses, historic tactics, maneuvers, and combined arms tactics. There are no gimmicks to rely on.
The "virtual movement" system I use closely simulates simultaneous movement with no effort from the players and portrays how real opportunity fire works without additional rules. Every 10th turn is a Movement Segment when all players physically move their model to the end of the marker and place it in front of the model to show the direction of movement.
Below is how opportunity fire would play out:
Action Timing to shoot:
Above is the Action Timing to shoot part of the data card for a Sherman M4A4 with a 76mm gun. For a Ranging shot (always the first shot at a new target) the shooting player rolls a D6 with a result of from 4-7 seconds which simulates the gunner's actions to estimate the range, aim, and fire. An Ace crew is 2 seconds quicker and a poor crew is 4 seconds slower.
The player rolls a D6 and adds the result to the current game time and places his unit order marker at that time on his record sheet. That's about as difficult as it gets.
A player can use a Snap Shot to trade decreased accuracy (accuracy penalty) for increased speed to shoot first for each second he shoots sooner. If he shoots again at the same target he rolls a D6 for his reload Action Timing for the loader to load in a new round with a result of 6-8 seconds with Ace and poor crew modifiers but no Snap Shots for reloading. During the game, these will be the main actions players will be performing other than gunfire and movement.
All of the distances are in meters so the game can be played in any scale. For micro and 10mm I use 1" = 25m which gives 1800m on a 6-foot table. For 12-15mm I suggest 1" = 10-15m. Using 28mm infantry we use 1" = 2-4m depending on the size of the table.
It can be a miniatures or board game too.
Gunnery System: I have a fairly detailed one but you can actually use one of your own designs or from another game to determine hit/miss, hit location, penetration, armor, damage, etc. You still need to use the Action Timing to determine how long it takes to shoot.
My NashCon game is Saturday night starting at 8pm.
If you are interested in participating in Zoom meetings to discuss the game contact me.
Wolfhag