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"Activating figures in groups, best method" Topic
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billclo | 09 Nov 2023 12:52 p.m. PST |
I've been working on some 28mm sci-fi skirmish rules, and I've got an issue I wanted to get some input on. Currently, we are using the i-go-you go method of activating figures (normally 2 or 3, then it switches to the opposing side). We have certain characters that always run in groups, have to stay within 6" of an unit that can command them, and are pretty weak and not very effective at shooting. Effectively they are bullet sponges intended to die absorbing hits the better troops might take instead. We would like to figure out a way to move them as one big group as an activation in order to save time and streamline the game a little bit. I thought of putting them all on an movement tray, but that is kind of limiting in dense terrain or close quarters like around buildings. Simply activating several of them at a time, but then having to measure out their moves individually and fire individually isn't going to save any time as best I can figure. Any thoughts? |
Extra Crispy ![Sponsoring Member of TMP Sponsoring Member of TMP](boards/icons/sponsor.gif) | 09 Nov 2023 1:56 p.m. PST |
Use a movement trays of 3 figures. But activate them as a group (which may be more than one stand). And rather than have them fire individually fire them by stands. So if a normal soldier hits on a 5+ on a d6, have a stand of three of them fire as a group with a single die for a 5+ (ow whatever). |
Zephyr1 | 09 Nov 2023 3:16 p.m. PST |
Move a few figures in the "front", then pile in the rest behind them after moving. Then shoot (if they can) with the eligible 1st rank… |
advocate ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 10 Nov 2023 12:29 a.m. PST |
Using troops as "bullet sponges"… I hope there are morale rules! |
UshCha | 10 Nov 2023 12:55 a.m. PST |
Well seems a bit too "gamey" for me. But in the early days when we used individual figures we had a "Leader" or "Marker Man" he did the move, the rest were then spread out around him, in your case say no more 2" from him. You can't change the marker man so cheating on distance move is limited as the move is always from the same figure. As he is part of a rabble if you remove figures just don't remove him, or if you have to let the opposition place the new "Marker Man" inside the current reduced group. As has been said group fireing so you shoot the eleigable figures in a Group or groups. |
billclo | 10 Nov 2023 4:23 a.m. PST |
"Using troops as "bullet sponges"… I hope there are morale rules!" This is for a ruleset based on the video game "Halo". The troops in question – the Grunts – are cannon fodder troops. While we aren't using morale rules in general to reduce complexity of the game, we do have a rule that said Grunts will panic and run around the map if their leader is killed and there is no other unit within 6" that can command them. |
etotheipi ![Sponsoring Member of TMP Sponsoring Member of TMP](boards/icons/sponsor.gif) | 10 Nov 2023 5:26 a.m. PST |
Use a point man. Move the point man (the figure that moves the most in the direction the entire group is moving), then fill in behind. No figure should move more than their movement, considering different terrain. Usually, the only mod you need to do is measure a wingman when you significantly change formation. F'rex: We're in four rows of three columns, the point moves forward 4" forward instead of an allowed 6" and we switch to 2 rows of 6 columns. Normally, we wouldn't call for a wingman measure and just press with the game. But it might be that "Hey, you're moving from all on the road to a wider formation in the mud too, make sure the farthest out guy could make it, considering the terrain penalty." If we wanted to go from 3x4 into 12x1, obviously the people on the outsides would have to hoof it beyond max speed. So, you measure the guy in the back to the outside, and fill in. And it takes two turns to get to your final formation. BTW, we don't have that written into our rules, but you could write it up a suggested best practice. |
Louis XIV ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 10 Nov 2023 11:53 a.m. PST |
I've played a few games with the point man concept. I think what works best is if the point man is always the leader or standard and then everyone must end X" around them. That way, individual movement is irrelevant. |
Dave Crowell | 23 Nov 2023 12:32 p.m. PST |
I have played a fair number of games where you move the point man a measured move then place the rest of the group around him within command distance. It works well when playing sportsmanlike opponents. |
Wolfhag ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 25 Nov 2023 5:52 a.m. PST |
Why not just give a formation to move from point A to point B. They keep moving unless a new order is issued or they make enemy contact. MOVEMENT TO CONTACT 2-8. Movement to contact is an offensive task designed to develop the situation and establish or regain contact. (Refer to FM 3-90-1 for more information.) It creates favorable conditions for subsequent tactical actions. The leader conducts a movement to contact when the enemy situation is vague or not specific enough to conduct an attack. Forces executing this task seek to make contact with the smallest friendly force possible. A movement to contact may result in a meeting engagement, which is a combat action occurring when a moving force engages an enemy at an unexpected time and place. Once making contact with an enemy force, the leader has five options: attack, defend, bypass, delay, or withdraw. Two movement to contact techniques are search and attack and cordon and search. link Wolfhag |
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