Putting the Fun in Attacking A Machinegun Nest
In my recent playtesting, I realized that the basic action of this game will consist of one squad with a machinegun (or equivalent) attacking another squad with a machinegun (or equivalent). The size of a 6'x 4' table and the size of a 28mm miniatures pratically dicate it.
So it is my responsibilty to make such actions as interesting and fun as they can be.
What makes a game fun?
1) The players must face choices. Whether this is in the equipment models carry, the Doctrines they use, or the movements they make, there should be different options. Preferably viable ones, representing varied approaches to the same goal. Some options may be stupid or suicidal, of course, but these don't really count. An option no one in their right mind would choose isn't really an option at all.
2) The skill of the player must make a difference. The game mechanics should not be so random that player choices are rendered irrelevant.
3) There should be some uncertainty. Some element of the mechanics should be random, so that players can only assess probabilities, not certainties.
How does this apply to machine-guns?
Historically, the advent of the machinegun presented attackers with a dilemna. Namely, one machinegun could mow down an almost unlimited number of troops trying to charge it. Given a moderate amount of protection (such as a trench) a machine-gun could dominate any peice of open ground. Queue World War One.
Most of the developments in that war, and in the interwar period, consisted of a growing tool-kit of methods for attacking a machinegun. Mortars and artillery could fire explosive shells into trenches. Tanks could run over them, protected by their armor. SMGs and assualt rifles placed (nearly) machine-gun equivelent firepower into more mobile packages. And most importantly: small-unit tactics empahsized stealthy, dispersed movement and the power of suppressive fire.
None of these tools completely negated the deadly power of the machinegun; each had their drawbacks. But they gave a commander real options.
Our game should replicate each of these options and their shortfalls.
Range, RoF, Suppression and Saves
First, we will divide the fire of a defending squad into three zones. Furthest will be Shooting within the range of a heavy machinegun (probably 36") but out of the range of light machine-guns and rifles (probably 24"). Manuever in this zone will be dangerous, but not catastrophically deadly, with an average RoF of 10 for the defenders and the poor advancing troops saving on a 3+
Next closest is Shooting between 24" and 6". Now any machineguns and the rifles may fire. Here shooting becomes quite deadly. More importantly, it becomes quite likely to Suppress an advancing squad. Here the defenders will average an RoF of 30 against a save of 3+ for the advancing toops.
Closest is the Firefight range of 6". Now the defenders' RoF is the same, but the Saves on both sides are reduced to a 5+.
With these facts in mind, attackers should do as much of their maneuver as possible in the farthest zones, and to stay in cover or out of LoS at they close.
Attackers will suffer a penalty to their to-hit, since they will be moving. They can mitigate their problems by keeping their fire-support models stationary, and moving only their assaulting element. If they can Suppress the defenders, and keep them that way, maneuver is a lot less deadly. Since the attackers will usually be moving into range, they will have the initiative and be able to choose when and where the shooting will take place.
Dirty Tricks and Special Weapons
Another solution is to target the enemy machine-gun. Mortars were pretty much designed for this task. You can also send in a tank or armored gun, as was often done in WWII. (Whenever there was one around.) If you haven't got anything else, you can try to sneak up and use a grenade. I intend to give Mortars, Tanks and Grenades Doctrines allowing them to target particular enemy models. So if you can move into range and spot the enemy gun, and get lucky with your rolls, you should be able to knock out that enemy gun. Eventually.
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