![]() There are of course other producers for this period, but even if you choose to limit yourself to Spectre Miniatures you will be painting and collecting to your heart's content for quite a while.ġ/32 (1) 1/48 (1) 1/72 (21) 10mm (6) 15mm (2) 1600 (1) 18th century (3) 2022 (1) 20mm (14) 28mm (69) 28mm. Last but not least the ruleset is supported by one of the best 28mm modern miniatures ranges on the market at this time: Spectre Miniatures. It covers all known protagonists of the current age as well as all the weapons one might wish to use in a game. Playing time could be anything from an hour up to a day depending on how big you want your game. This results in an immersive tabletop wargame that plays like one feels a modern engagement should play out on a wargames table. ![]() It has a very flexible game mechanism that enables it to do anything one would expect to encounter on the modern battlefield. It now has an excellent rulebook to support it. Spectre is an accessible game, quick playing and able to handle (but not needing) quite large numbers of miniatures and vehicles. The rules include the use of all kinds of vehicles and other equipment. Vehicles are equally simple to use, behaving like big models and having a few special rules to handle things like (un)boarding and armour.Īdvanced rules are provided to represent special situations like weather conditions or covert operations. They must be managed carefully as otherwise they will slowly paralyze your force and make you lose all Initiative until units are pinned or routed. While Suppression points start at zero each turn, Suppression levels stay and can only be lowered by Rally Commands. Second, Suppression levels severely limit the effectiveness of members of the suppressed unit, as they will lose skill points and movement when suppression levels mount. First, the Level of your units' Suppression counts against your Initiative roll for the entire next turn. This has an enormous influence on the game. Failure will result in a higher Suppression Level. As soon as a Force's point total equals its commanders' Command skill the unit must test against that Command skill. Units gain Suppression points when their members are being shot at. This prevents the need for extensive skill tables and such and results in an elegantly simple mechanism that can tackle virtually anything. Command is used by tests of willpower for example, while Agility is used when performing physical tasks. However this is elegantly done by reducing any weapon to a small number of stats: range, lethality and one or two special rules like Rapid Fire (more shots per salvo) and such.Īll kinds of actions can be tested by using the stats given to each figure. Virtually any kind of weapon used by Man can be handled by the weapon lists. Models can be killed instantly or become wounded and more or less incapacitated. The shoot system is an opposed die roll of Shooting skill plus die vs Defence plus die. And all these things might be interrupted or enhanced by Command driven actions.įinally troops may combat by shooting, throwing grenades and fighting melee (in that order). ![]() Players may move their troops in Initiative order and may perform Tactical actions before or after movement like running, sneaking, breaching doors or whatever seems fitting given the situation or scenario. This enables larger numbers of troops to take special actions in the phases to come, like Overwatch fire (during the opponents movement phase), breaking up squads into smaller squads, Rallying or scanning for hidden stuff. In this phase Commanders may issue orders to troops they can communicate with if they can test successfully for Command. The role of commanders and/or highly trained troops comes into play through the second phase of the turn the Command phase. The highest score starts each phase of that turn. In the first phase Initiative is determined by a die roll plus the highest Command value in each force minus Suppression effects.
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