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PanzerRunes
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Cadet

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January 2007
Sniper House Rule Sat, 21 November 2009 04:44
I've been considering a house rule on snipers.

For all the abstractness of M'44 besides the air rules I think the most unbelievable rule is that a sniper can occupy/control a whole hex.

My idea is that a sniper should be able to exist in any hex with any unit type friend or foe... It is only one person (or two with a spotter).

If it is with a friendly unit the whole hex is attacked. If a grenade is rolled the owning player can decide to remove a figure or the sniper. If with a single figure and two or more dice are roled the figure icon takes presidence over the grenade. (meaning if a sniper is with a single tank and two dice rolled results in an armor and grenade, the armor is applied to the tank and the grenade to the sniper)

If the sniper is attacked in the same hex as an enemy unit then two dice are rolled. Only one grenade is needed to kill the sniper.

Also a sniper does not exert influence on adjacent hexes so can be ignored by the opposing force.

Thoughts?
      
Timmuilwijk
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Fähnrich

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March 2009
Re:Sniper House Rule Sat, 21 November 2009 12:05
Those would be great, indeed a sniper might be too powerful to occupy one hex only, it could stop a complete tank force in the right position etc. Nevertheless, if you work it out more clearly it might work indeed, have you already playtested it? I would say, start with Stalingrad where snipers dominate the area....

Tim
      
tank commander
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I Love Pineapples

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Re:Sniper House Rule Sat, 21 November 2009 13:33
I do not think that the "Sniper" represents one barrel, but rather a group (several sniper teams) operating in one area.

As to what one sniper can do...

A Marine sniper (w/ a spotter) in Vietnam once pinned down over 200 enemy soldiers. Each and every time they tried an advance, several of them were picked off. After a while, they stayed down, so this Marine controlled all the area in range (several hundred yards) and LOS.
      
JJAZ
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Lieutenant Colonel

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Re:Sniper House Rule Sat, 21 November 2009 16:47
Did they actually use pins? Twisted Evil
      
sam1812
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Brigadier General

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Re:Sniper House Rule Sat, 21 November 2009 20:02
Poison-tipped darts, actually.

Remember, the pin is mightier than the sword. Especially for snipers.
      
rasmussen81
DoW Content Provider
Designer's Oath

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Re:Sniper House Rule Sat, 21 November 2009 21:23
sam1812 wrote on Sat, 21 November 2009 11:02

Poison-tipped darts, actually.

Remember, the pin is mightier than the sword. Especially for snipers.


Laughing Laughing
      
clexton27
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Advanced Historian

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February 2007
Re:Sniper House Rule Sun, 22 November 2009 03:49
Actually in the South we use pins in the North they use pens.


Cool

[Updated on: Sun, 22 November 2009 03:50]

      
50th
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Armor Specialist

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Re:Sniper House Rule Sun, 22 November 2009 06:28
And in the heartland there are a lot of deer hunters with big guns loose in the woods, so watch out! Laughing Laughing Laughing

      
sam1812
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Re:Sniper House Rule Sun, 22 November 2009 07:45
Big guns are great for deer hunting, because if you hit it, you get to put a crosshair marker on it and roll an extra die on your next shot. Smile

(Sorry, I know this whole discussion has gotten off target. As for the sniper rule, I always bear in mind that the whole game is a simplification. Real army units would never do a lot of the things we make our Memoir units do -- such as failing to fight back when attacked, just because the commander didn't have any cards for the right section. Thus, I'm not troubled by the existing sniper rule, because it's consistent with the rules and structure of the game.)
      
ad79
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Major Howard

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Re:Sniper House Rule Sun, 22 November 2009 08:16
sam1812 wrote on Sun, 22 November 2009 07:45

Big guns are great for deer hunting, because if you hit it, you get to put a crosshair marker on it and roll an extra die on your next shot. Smile

(Sorry, I know this whole discussion has gotten off target. As for the sniper rule, I always bear in mind that the whole game is a simplification. Real army units would never do a lot of the things we make our Memoir units do -- such as failing to fight back when attacked, just because the commander didn't have any cards for the right section. Thus, I'm not troubled by the existing sniper rule, because it's consistent with the rules and structure of the game.)


Sarge, we are getting shot at! Should I return fire!

No, Private Williams, I only have orders for Private Johnsen over on the left flank, so you guys just have too sit tight and hope they miss!

Ok, tell me when to do something then! I'll wait here on the bridge adjacent to these 3 German tanks!


So you are saying that is not how it was done?
      
nemesszili
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Hauptmann

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June 2008
Re:Sniper House Rule Sun, 22 November 2009 10:05
Luckily, those snipers are present in the world of Memoir, so they could count on, that they will not get hit (only hit on grenade plus cover). Very Happy Private Williams should be in a good cover...
      
sam1812
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Re:Sniper House Rule Sun, 22 November 2009 18:04
ad79 wrote on Sun, 22 November 2009 02:16No, Private Williams, I only have orders for Private Johnsen over on the left flank, so you guys just have too sit tight and hope they miss!

Ok, tell me when to do something then! I'll wait here on the bridge adjacent to these 3 German tanks![/i



So you are saying that is not how it was done?

Laughing

Well, sometimes it was more like, "Captain, three quarters of our men are down, and there's a pack of Panzers bearing down us, but with a bit of luck, we might be able to eliminate them or call off their attack. Request permission to ambush."
      
Achtung Panzer
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Leutnant

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December 2007
Re:Sniper House Rule Sun, 22 November 2009 23:06
Read any serious study of WW2 actions and you'll find loads of examples of things happening that shouldn't or shouldn't that should. Warfare, especially modern / mechanised warfare, is a very complicated business. Often you can't understand why units didn't fight back, or fight at all but that's what happened. Veterans sometimes run away and the outnumbered / out-gunned units sometimes hold on. Orders and supplies don't always get through.

Memoir '44 players often see the small number of units on the board and forget the bigger scale of battle being represented.

Wasn't it general Alexander who said "in war, always plan for the unexpected"?
      
    
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