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George Duff
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Files
Jul 27, 2011
NDC Variant Rules.zip (4.47 MB) (Log in or Register to download.)
Game variant rules to adjust the relationship between time, modes and movement. Includes variant mode markers.
Downloads:36
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Darrell Pavitt
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Some fundamental changes here.

Engaged units seem to receive a double penalty of -6 and -8: can you clarify this?

Edit: NM, I figured it out.
 
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  • Edited Fri Jul 29, 2011 12:08 pm
  • Posted Fri Jul 29, 2011 12:05 pm
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George Duff
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Your comment tells me I didn't do a very good job of writing the rules clearly. If you find any other bits that aren't clearly stated, please let me know so I can correct.
 
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  • Posted Sat Jul 30, 2011 4:26 am
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Pete Maidhof
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Hi George, I read through your variant rules and came away impressed. I hope to try them out once my solo game with the RaW comes to a probable halt.

Also saw your work over in the Air & Armor section, very nice.
 
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  • Posted Thu Sep 8, 2011 11:18 pm
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George Duff
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Hey, thanks for the kind words.

I invite any comments on my variant, no doubt there is room for improvement. It is offered for discussion, not meant to carry any claim of authority.
 
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  • Posted Fri Sep 9, 2011 2:19 am
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Pete Maidhof
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Hi George,

As the variant rules allow for an individual battalion within the activated regiment/brigade to move/change/fight provided there are enough hours left in a turn.

Does the variant rules address how the player accounts for the number of Staff Points used during the course of the Regiment/Brigade's activation?

Using SP's as an individual unit may change mode at anytime during its movement is a departure from the original rules where the numbers of Staff Points needed to make all of the desired mode changes for units making up a regiment/brigade during the "Mode Change/Forced March Designation Phase".

Your NATO and Warsaw Pact "Matts" are very nicely done, and I do not know if there would be enough room to track Staff Points spent during the course of a regiment/brigade's turn.

Finally, the above concern seems to throw off the totalling of SP's so that if more are needed than what the SPA provides for, then how is the points needed to points possessed calculated in order to use the "Mode Change Table"?

Or I simply may have missed it.

Pete
 
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  • Posted Sat Sep 10, 2011 2:04 am
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George Duff
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You didn't miss anything.

I have modified this to allow the unit*hours to function to equivalent value of staff points for mode change.

To keep track of staff points, use markers, like the CSPs, and use them up as you go along.

So it ends up working a bit differently, and you get a different range of results.

The reason for this is to integrate the mode change into the actions of the units, instead of blocking it out into a separate part of the turn.

Or, if you don't like that part, change it around to fit your own ideas.
 
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  • Posted Sat Sep 10, 2011 6:39 am
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Pete Maidhof
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Quote:
To keep track of staff points, use markers, like the CSPs, and use them up as you go along.


Just checking.
 
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  • Posted Sun Sep 11, 2011 12:29 am
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Pete Maidhof
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I'm not sure how close both methods would compare in the end, but in practice the first regiment/brigade or two turn into the point of main effort when spending actual Staff Point vice rolling (uncertainty) on the Mode Change Table.



 
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  • Posted Tue Sep 13, 2011 1:44 am
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