The entire hex is choked with thousands and thousands of refugees. This represents a refugee camp, or, if a road runs through the hex, a fleeing population on foot or in civilian vehicles, choking the road. Refugee concentrations do not move during a scenario. Refugee concentrations may be placed in any terrain except water.
Refugee concentrations have two states: "Normal", and "Panicked". Represent them using a two-sided token, with one side for Normal and one side for Panicked. Refugee concentrations begin the scenario in the Normal state.
Refugee concentrations may be, but are not required to be, affiliated with one of the combatant sides in the scenario. Their token's color should reflect this. Any combatant faction the refugee concentration is not affiliated with is considered its enemy for the purpose of determining state changes and defensive bonuses, as noted below.
Changing states: The following events immediately shift the refugees to the Panicked state:
-Any Ogre entering a hex within a 2-hex radius of the refugees.
-Any Cruise Missile entering a hex within a 5-hex radius of the refugees.
-Any attack by either side against any hex or unit within a 2-hex radius of the refugees, whether it is successful or not.
-Any non-Ogre enemy unit (see above) entering the refugee's hex shifts them to the panicked state on a roll of 5+ on 1D6.
-Any "normal" refugee concentration that is adjacent to a panicked refugee concentration at the beginning of its side's turn immediately becomes panicked on a roll of 5+ on 1D6.
Flip the refugee concentration counter over to show the Panicked side. Refugees remain in panicked state for the remainder of the scenario.
Effect on movement: "Normal" refugee concentrations cost 1 movement point to enter the hex, in addition to the hex's normal terrain cost for that unit. "Panicked" refugee concentrations cost 2 movement points (in addition to the hex's normal terrain cost), and 6 VP to move through (reflecting the inevitable casualties caused by trying to drive military vehicles or infantry powersuits through a panicking mob). Units are still affected by movement effects from the underlying terrain [e.g. chances to become stuck or disabled].
Rule 5.09 applies - any unit capable of moving may move one hex to enter a hex with a refugee concentration, as long as the hex is not forbidden terrain to that unit, even if the refugee concentration raises the movement cost to enter that hex above the unit's normal movement allowance.
Any roads through the refugee concentration hex are considered cut for movement purposes.
Effect on defense: Friendly units in a hex with a "Normal" [non-panicked] refugee concentration treat the lowest-numbered D result in the CRT column as NE. Additionally, friendly infantry defense is doubled in clear terrain. (Infantry defense is still doubled in Forest and Swamp and tripled in Town hexes - the refugee concentration provides no additional infantry defense bonuses there.) [Panicked refugee concentrations do not provide defense benefits to friendly units, though they are more of an obstacle to movement.]
War Crimes: Any attack of any strength against a hex containing a refugee concentration, whether directed at the hex, the refugees, or a unit in the hex, kills most of the refugees, and scatters the rest, at a cost to the attacker of 18 VP. Remove the refugee concentration counter.
If there is a War Correspondent within 4 hexes of the refugee concentration (see http://forums.sjgames.com/showthread.php?t=149364&page=4 ), double the VP costs for movement through or firing on the refugee concentration.
Have a line of refugees affiliated with the attacking units form a wall across the map. The attackers have to pick their way through this wall to get to their objective, and pick their way back through to successfully withdraw. Both sides have to decide under what circumstances, if any, panicking the refugees or slaughtering them outright will create a tactical advantage,
- Last edited Wed Apr 19, 2017 6:58 pm (Total Number of Edits: 6)
- Posted Wed Apr 19, 2017 8:11 am
Excellent idea! i will offer only one small, exceedingly pedantic suggestion...
The word "concentration" has some... ahh... highly negative connotations in the context of real-life war refugees and POWs :/. FWIW, i recommend re-naming this pseudo-unit to "Masses of Refugees", "Refugee Swarm", or something else which doesn't use the word "concentration".
(Yeah, i know i'm being "That Guy", but living in Germany the past 20 years has sensitized me to the use of certain words.)
Take it or leave it, as you will - i promise not to harp on it any further.
- Last edited Tue May 16, 2017 10:51 pm (Total Number of Edits: 1)
- Posted Tue May 16, 2017 10:48 pm
Well we used to call the mobile encampment of the Mongols a "Hoard". Would that work? lol
As soon as I saw this I thought of this short story:
John DeVries was no soldier, but his reflexes were excellent. When he heard the explosions behind him, he pulled the car off the road, slewed it around, and killed the motor almost without thinking. Then he cursed himself bitterly. "Ceasefire," indeed. He had probably just gotten himself killed – and his family, too.
From the back seat came a chorus of questions. "What's happening, Papa? Are we there yet?" His wife, white-faced, soothed the children.
Then a plume of dust appeared on the road, moving the way they had been traveling, and growing. "Look! A convoy!" cried the older DeVries boy, excited. Military convoys were great fun for the eight-year-old; sometimes the soldiers were friendly.
The "convoy" whipped past, ignoring the little civilian vehicle canted on the roadside. Six hovercraft, with Combine markings. It wasn't a terror-raid, though, or they would have fired on the car... Minutes passed.
Then the sky lit to the north, toward town, and DeVries understood why the GEVs hadn't bothered to shoot at them. They had had bigger game in mind.
"Quick, love, get the kids out of the car. We'll head for those trees over there."
She stared at him, uncomprehending. Leave the car?
"They'll be back."