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PanzerRunes

Posts: 229
Registered: January 2007
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Sniper House Rule
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Sat, 21 November 2009 04:44
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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?
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Timmuilwijk

Posts: 164
Registered: March 2009
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Re:Sniper House Rule
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Sat, 21 November 2009 12:05

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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
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tank commander

Posts: 2630
Registered: October 2004
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Re:Sniper House Rule
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Sat, 21 November 2009 13:33

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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.
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JJAZ

Posts: 768
Registered: May 2008
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Re:Sniper House Rule
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Sat, 21 November 2009 16:47

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Did they actually use pins?
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sam1812

Posts: 2672
Registered: August 2006
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Re:Sniper House Rule
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Sat, 21 November 2009 20:02

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Poison-tipped darts, actually.
Remember, the pin is mightier than the sword. Especially for snipers.
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rasmussen81

Posts: 8174
Registered: July 2007
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Re:Sniper House Rule
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Sat, 21 November 2009 21:23

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sam1812 wrote on Sat, 21 November 2009 11:02 | Poison-tipped darts, actually.
Remember, the pin is mightier than the sword. Especially for snipers.
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Clexton27

Posts: 3410
Registered: February 2007
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50th

Posts: 1595
Registered: October 2006
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Re:Sniper House Rule
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Sun, 22 November 2009 06:28

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And in the heartland there are a lot of deer hunters with big guns loose in the woods, so watch out!
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sam1812

Posts: 2672
Registered: August 2006
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Re:Sniper House Rule
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Sun, 22 November 2009 07:45

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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.
(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.)
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ad79

Posts: 788
Registered: September 2007
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Re:Sniper House Rule
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Sun, 22 November 2009 08:16

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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.
(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.)
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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?
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nemesszili

Posts: 961
Registered: June 2008
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Re:Sniper House Rule
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Sun, 22 November 2009 10:05

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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). Private Williams should be in a good cover...
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sam1812

Posts: 2672
Registered: August 2006
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Re:Sniper House Rule
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Sun, 22 November 2009 18:04

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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
Posts: 1150
Registered: December 2007
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Re:Sniper House Rule
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Sun, 22 November 2009 23:06
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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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