by Rick Gayler
In the period of time just prior to and during the Scorched Earth playtest of 1986-87, John Astell experimented with a number of possible new rules for inclusion in that game. Most of the proposed changes made it into the final rules set. Others were dropped after testing proved them to contain problems. But there were a few rules which were not included primarily because GDW did not want to overburden the game with chrome rules. After all, there were plenty of chrome rules already, and one of the last design steps that John usually undertakes with each project is to streamline the final rules set by trimming away unnecessary frills. However, there is really no reason why those players so inclined could not incorporate some or all of these chrome rules into their play of Fire in the East/Scorched Earth. So as a change of pace for Rules Court, here are twelve optional rules that were omitted from the final Scorched Earth rules. Commentary on the relative merits of these rules is solicited. 1. Me 110D The German player may take an Me 110D night fighter in place of an Me 110E fighter reinforcement once during the game. Note that otherwise the Me 110D does not enter play. 2. Bombing Ships If you think that the Soviet navy has a greater than historical ability, use the following rule: When a ship takes a bombing hit, roll a die to determine the damage to the ship: 1, 2, or 3 means one hit of damage; 4 or 5 means two hits of damage; and 6 (or greater) means three hits of damage. Modify the die roll by +1 for hits by type D air units. 3. Ports When units in a port hex are attacked in a combat phase and the attacking player gains control of the port hex, roll one die to determine the amount of damage the port receives due to the combat. The number rolled is the number of hits of damage applied to the port. (Note: For game purposes, it is assumed that if the attack does not gain control of the hex, then fighting did not reach the actual port vicinity to cause any major damage.) If the Kriegsmarine commando unit is included in a German attack, and if the attack captures the port hex, the damage roll is halved, rounding fractions down. 4. River Flotillas A river flotilla that moves directly from one enemy ZOC to another automatically takes one hit of damage. 5. Replacements The isolation status of a unit when it is eliminated determines its replacement cost. Each player is maintains two replacement pools. Units which are not isolated when eliminated are placed in the "eliminated unisolated" replacement pool. Units which are isolated when eliminated are placed in the "eliminated isolated" replacement pool. Units are replaced from the eliminated unisolated pool per the regular rules; units are replaced from the eliminated isolated pool at an additional cost of 1 infantry RP (1/2 infantry RP for battalions). Example: A German 3-10
motorized regiment would be replaced
at the following RP cost:
When a unit is lost while being
transported by naval or air transport,
place It In the eliminated isolated
replacement pool. When the OB calls
for units to be placed in the
replacement pool, place them in the
eliminated unisolated replacement
pool.
6. Replacements A
unit that has a cadre side may only be
replaced at cadre strength. On
subsequent turns, the cadre may be
rebuilt to full strength per the rules for
rebuilding cadres. Note that Joe Hayes
also proposed this in the preceding
article.
7. Withholding Units
When defending, you may
withhold units from combat. A withheld
unit contributes no strength to the
defense of the hex and is ignored for
AECATEC purposes. (It may use its
AA strength.) The unit is affected by all
combat results, except that its strength
is not counted for EX or HX purposes.
8. Air Unit Supply
Supply status affects air
units. During each initial phase,
determine the supply status of all
airbases that have air units present; the
supply status of the airbase affects all
air units at the airbase or flying
missions from that airbase in the player
turn. Air units have their abilities
reduced depending upon how many
consecutive turns their airbase has
been out of supply.
When air or naval supply is
used to supply airbases, 1 RE of
supply provides supply for 6 air units.
9. Pass-Over AA fire Heavy
AA strength points may fire at enemy
aircraft flying through their hexes.
(Note: This simulates the "Stalingrad
ring." Don't get too fanatical here or it'll
slow the game down. All things being
equal, if there's an open path through
the AA within the air unit's range then
assume the air unit took it.)
10. Maximum Patrol Interception
Range The patrol range of no
fighter extends beyond 8 hexes,
regardless of its movement rating. For
example, an Me 210A fighter
(movement rating 18) has a patrol zone
extending out to 8 hexes.
11. Soviet Disbands The
Soviet player may disband a maximum
of 12 REs during his player turn. Note:
Disbanded partisan units do not count
against this 12 RE limit.
12. Isolated Soviet Factories
An isolated factory produces
armor replacement points at only half
rate (1/2 per turn for a nonupgraded
factory, 1 per turn for an upgraded
factory). Note: This rule was later given
a much more sophisticated treatment
and included in The Urals module.
So there you have them, in no
particular order. As you can see, most
of the rules are relatively
inconsequential. It can certainly be
argued, however, that others could
prove rather significant. These are the
ones that could benefit from further
testing, so give them a whirl and let us
hear the results.
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