by Charlie Spiegel
Striking a balance between realism and the time expanded to achieve it is an ongoing problem in designing any accurate simulation. the smaller the scale, the more accute the problem becomes. As originally issued, The Clash of Armor had automatic unvarying movement costs for variously comprised formations moving through specific types of terrain (See movement Costs on page 40 and also on the green cardstock card.) Movement costs through terrain other than open will now have a variable cost. Scouting was handled through either Recon Points during Preliminary Reconnaissance (Section 15.3 on page 34), a phase that occurred prior to the start of the game, or through the optional Scout Action (17.5 on pg. 36). After two years of widespread playing, we feel certain changes are in order. While Preliminary Reconnaissance is retained, a new Regular Combat Action, that of Scouting is being added (the original option Scout Action of 17.5 is deleted). The Scouting Action is performed as follows:
Explantion of Results Failed: Scouting player is told that the scout attempt has failed to report any enemy forces. Vague Information: Player announces whether or not troops are there and what kinds (infantry, artillery, armored vehicles) and their general locations. He gives a number for each troop type which may be up to 50% more or less than the actual number of stands present. A token stand or two may be place don the table as a reference point. However, for the purposes of fire, the stands are not spotted and must be attacked using area fire (9.2.5 pg. 25). For direct fire, divide the firer's modified attack number by two, rounding up. Indirect fire is treated as normal. Place on Table: The stands are spotted and placed on the gaming surface in their proper locations. They remain spotted until they leave their current positions. When leaving their positions they are subject to the sighting rules for moving troops of their type. False Report: Results from an unmodified roll of 10 (9 or 10 if scouting unit is green). The player may make up a report that sounds like a vague result, but which could in actuality be anything. He can say that there are units there when none exist or that the area is empty when it is occupied. Modifiers Camouflaged positions are established before play begins as part of prepared positions. Vehicle MEs which scout an area that contains infantry or dug in artillery are -3 against detecting them. Similarly, hidden vehicles give the scout +2. Note that if both vehicles and infantry are in the same area, one die roll is still used but after the modifiers are applied different results may occur, e.g. the infantry may be vague or failed, while the vehicles are placed on the table. When Resolved The Scout Action is resolved at the end of a friendly round after all sides formations have conducted all of their actions. Once an ME conducts a Scout Action, it is finished activating for that round and must wait until the end of the round for the results. Essentially, a player will not be able to act on the findings from a Scout Action until the next friendly initiative. The Scouting Action may also be used to ameliorate the negative effects of terrain on movement (see New Movement Costs below). As originally contained in the rules, movement costs for various terrain were strictly defined based on the type of unit moving through it. Although terrain slowed units, it was at an absolutely predictable rate that allowed the time to move through to be determined with complete exactitude. The new system introduces a measure of uncertainty when units move through terrain other than open. A new Movement Costs table is pictured below: A separate scouting action is required for each function; thus the same activation could not be used to both detect enemy troops and to find a way through the same dense woods. We strongly feel that these and other changes currently being playtested will add to both the enjoyment and realism of the Clash of Armor System. Please let us know if you have any comments or opinions. Tables
Back to Art of War Issue #25 Table of Contents © Copyright 1996 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |