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TACTICAL COMMAND GAMES
GAME INTENT
Stellar Conflicts and Uprisings, Conflict 2000 are designed to be realistic as possible for a game.
Tactical Command Games Believes in the fog of war. Nothing is seen until Spotted, Not all troops know that the enemy exists until they spot or are told that enemy forces are near by.
Weapon Ranges are set to effective range based off real Weapon Ranges. This leads to some extreme range fire. An assault rifle is 30 Inches at long range. A Light Machine Gun is 90 Inches at long range etc…. A light Machine Gun effective range is 900 Meters while an M60 Machine Gun is 1100 Meters.
GAME SCALES
The game was designed for 25mm scale play, but if you have 15mm scale figures, they can be used in game play. The 25mm scale games are for more Infantry vs Infantry with few Vehicles in support. 15mm scale is designed for more Vehicle support missions in addition to the Infantry vs Infantry combat.
The Weapons Charts are designed to use both 25mm and 15mm scales for combat. Just convert from inches to centimeters without a number change to the value given. The range of an assault Rifle is 30”. This will equal 30 cm for the same Rifle in the centimeter scale system.
Game Scales and Definitions:
If using 25mm figures, use 1 inch = 10 meters.
If using 15mm figures, use 1 cm = 10 meters
Ground scale - 1 inch = 10 meters
Ground scale - 1 centimeter = 10 meters
Figure scale - 1 figure represents 1 Trooper. 1 Vehicle represents 1 Vehicle.
GAME PLAY
Stellar Conflicts and Uprisings and Conflict 2000 use an alternating move sequence that is considered Simultaneous Combat with games lasting from 3-4 hours.
Players role Initiative on a D20 with the high side deciding if they want to take the first move or if they want the other side to move first.
Once the Initiative is decided the player selects a unit and completes a turn for that unit.
When a unit is activated there are four basic or different options the player can do within the activation of that unit. They are Fire, Move, Spot, and Communicate. That squad can do all four actions in any order.
1. Move the unit
The unit can move up to its full movement distance.
2. Fire the unit
A unit can shoot its weapons at an enemy unit.
3. Move and fire with penalty modifiers applying
Units that move have penalty modifiers that must be applied if any firing is done.
4. Spot in an area that might be hiding an enemy unit
All units start the game as hidden and cannot be fired at until seen.
5. Communicate a spotted enemy unit
Once a unit is spotted, the spotting unit may communicate that spotted units location to all friendly forces and then all the friendly forces do not have to spot for that unit, as they now know where it is.
6. Reorganize the unit to split fire teams for recon missions.
Players may reorganize their forces before the game starts into smaller units for setting up Support Weapons to cover the advance of other units. Recon Teams may be set as well. The option to reorganize may be used during the game.
7. Set opportunity fire
When a player wants to set an opportunity fire counter they must nominate before they take any action with that unit. If the die role is successful the counter is placed and the unit is saving its turn to do something when an enemy unit comes in to range of the Op Fire Counter.
8. Die rolls
The games use a D20 and a D12. Everything is based off 12 on the D20. Modifiers for cover, range and visibility are added or subtracted to the D20 role.
The D12 is used for wind direction for the use of smoke drift. A wind speed chart is provided to see how far and how long the smoke is on the table.
Optional and advanced rules
There are many other options that players can add to the game. Wind, Smoke, Night rules and equipment that can enhance the flavor and styles of the forces are used.
Vehicle, off board, Artillery, Vtols, Troops quality and experience add more flavor and variety to the game. Campaigns and unit TO&E’s can be done easily.
The games are based on missions and players may try to win the game by completing the scenario Mission only.
A Scenario Generator is provided for games that do not have a Game Judge. This Generator provides Troops, Armor, Equipment and any Special Equipment that might be available to the Force. With a few quick roles of a D20 the players are ready for battle.
Stellar Conflicts and uprisings come with pre-made Scenarios so players can jump right in to the game and learn its mechanics.
Conflict 2000 provides Information for U.S. and Russian forces from 1970’s - to present.
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