SCS Series Rulebook

SCS Series Rulebook
The Gamers, Inc.
Standard Combat Series:
Series Rules, ver 1.7
©1994. The Gamers, Inc. All Rights Reserved. ©2005 Multi-Man Publishing, LLC.
Series Design: Dean N. Essig
ver 1.5 Rewriting: Dave Demko
ver 1.6 Rewriting: Dean N. Essig
Playtesting: Dave Combs, John Best, Mike
Haggett, Nelson Isada, William Moody, Dave
Powell, Rod Schmisseur, Roger Taylor, Ric
Walters
Introduction
The Standard Combat Series games
enable both experienced and beginning
players to enjoy simple to play and quick
to learn games. These games attempt to
bring out common wargame themes,
terms, and techniques.
Note about version 1.7
These rules are identical to v1.6 except
that known errata has been fixed and the
text type size has been enlarged.
How To Learn Rules
Games are meant to be enjoyable pastimes, not tedious tests. In order to learn
this game, begin by lightly reading the
rules and thumbing through the game’s
component parts. Don’t memorize
anything. Punch out a few units from
both sides and set them up on the map
in any desired fashion. Now, with the
rules in hand, follow the “sequence of
play” below, re-reading as needed. If
all else fails, give us a ring and we will
answer any questions that you have.
Once you are moving along with your
random game and rarely have to look
things up, set up the real game and give
it a try. By this time the terminology
should be well under control and you
will be able to play any SCS game with
little additional effort.
The Components
The Map
A. The Hex Numbering System. This
system identifies individual hexes on
the game map. If the game uses more
than one map, letters identify the map
in question. A hex number pertaining to
a given map will begin with that map’s
letter, as in A10.10. The digits before
the decimal point indicate the hex row,
reading along the map’s horizontal
dimension from left to right. The digits
after the decimal identify the exact hex
along the given hexrow, reading along
the vertical dimension from bottom to
top. Not all hexes have printed numbers,
but the numbering applies to all of them.
Each fifth hex (xx.05, xx.10, xx.15) has
a printed hex number to create gridlines.
For example, to find hex 29.17, follow
the gridline for xx.15 until you find the
29.xx hexrow, then count two hexes to
29.17.
B. Map Edge Hexes. Only hexes with
at least 1/2 hex showing are playable.
Destroy units forced off the map.
C. Off Map Movement. Unless specifically allowed in a given game, units
cannot conduct any sort of off-map
movement.
D. Turn Record. This on-map track
provides a place to keep an accurate
record of the current turn. Place the Turn
Record Marker (“Turn”) here to show
the current turn. Advance the marker
one box each time both players have
completed their “Player Turns.”
The Rules
Every Gamers’ Brand game contains
separate Series and Game rulebooks.
The Series rulebook contains the rules
generally applicable to all the games
in the series. The Game book gives
the details needed for a specific game,
including any special rules, scenarios,
and set up information.
Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2005 All Rights Reserved.
A. Organization
Organization. Section and Case
numbers outline the rules. Each major
grouping of the rules is a section; a paragraph within a rules section is a case. The
number 4.2 would, for example, refer
to section 4, case 2. A specific case can
contain a number of related statements.
Statements within a case are numbered
as in 4.2a, 4.2b, etc.
B. Repetition
Repetition. Once stated, a rule is
repeated only if needed for clarification.
Set Up Notes
Aside from any special notes in the
game rules concerning setup, the following are always true:
1. “w/i #” means to set up a given unit
within the stated number of hexes (#) of
the hex listed, inclusive. For example,
w/i 4 means a unit could setup in any
hex that is four or less hexes from the
hex given.
2. Units can never start over-stacked,
but may be stacked up to the limit.
3. Units generally start at full strength
and in supply.
4. When the notation “inclusive” follows set up boundaries, it means that
units may set up anywhere within the
given zone including on the boundary
lines.
5. The second moving player always
sets up first.
Cumulative Effects
In all cases where a unit is subject
to multiple modifiers, the effects are
cumulative. A unit halved for terrain
and halved for supply in a combat is
quartered overall. Retain fractions created by this process until after applying
all modifiers, then use the Standard
Rounding Rule.
Page 1
Standard Combat Series
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❑ Supply
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The phasing player ensures that each
of his units are in supply. If not, mark
them Out of Supply.
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2.0 Zones of Control
(ZOCs)
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Round fractions as per: .01 to .49
down, .50 to .99 up. Retain fractions
until final application. When your opponent tries to pre-calculate combats
to hit the 1/2 break, make sure he is
following the Fog of War rule, below.
process again. Players must follow the
Sequence of Play strictly in the order
given. The game rulebook identifies
who is the First and Second Player.
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1.1 Outline Sequence of
Play
For example, if three units attack a single First Player Turn
one, you might have 2.5, 3.25, and 4.125
❑ Movement
(total 9.85) and the defender 2.125 until
❑ Combat
the odds are determined. At that point,
❑ Exploitation
you’ll have 9.85 to 2.125 or 4.65 to 1.
❑ Supply
Now apply the standard rounding rule
which will give a 5:1 attack.
Fog of War
Except when calculating the odds for
an attack he has committed to make, a
player cannot examine the units comprising an enemy stack. He can observe
the stack’s top unit (or marker) only.
A player cannot cancel an attack after
announcing it.
1.0 Sequence of
Play
A “game-turn” is a sequence of steps,
the order of which is “the sequence of
play.” Each turn consists of two “playerturns.” Each player-turn consists of
the set sequence below. Each player
plays through his player-turn to finish a
game-turn. At the end of the game-turn,
advance the Turn Marker and begin the
Page 2
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Repeat the above switching roles with your
1.2 Narrative Sequence
of Play
❑ Movement
Place any phasing-side reinforcements into the entry hexes called for by
the Order of Arrival. The phasing player
can move his units. Phasing units can
conduct overrun combat.
❑ Combat
Phasing units adjacent to enemy units
can attack.
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Second Player Turn
opponent.
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Standard Rounding
Rule
Zones of Control (ZOCs) represent
a unit’s ability to inhibit enemy movement around them. The ZOCs of enemy
units are called Enemy Zones of Control
(EZOCs). Friendly ZOCs have no effect
on friendly units.
2.0a Only units with a raw Attack
(NOT Barrage or Defense only) combat strength of 1 or more have ZOCs.
2.0b A unit’s ZOC consists of hexes
adjacent to it in which it could move
into during regular movement.
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❑ Exploitation
Exploitation-capable phasing units
can move and overrun.
Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2005 All Rights Reserved.
The Gamers, Inc.
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2.1a Pay +2 MPs to enter an EZOC.
Given the MPs, units can move directly
from EZOC to EZOC and can move into
and exit any number of EZOCs.
2.1b Units in EZOCs at the Exploitation Phase’s beginning cannot move.
2.1c A unit can attack only units in
its ZOC.
2.1d Remove one step from a stack
that retreats into an EZOC. Retreating
stacks lose one step total, not one step
per unit. Do this for each EZOC hex
retreated into.
2.1e EZOCs do not inhibit Advance
After Combat (10.0).
2.1f EZOCs block supply lines
(12.1a).
2.1g Multiple EZOCs give no additional effect. Friendly ZOCs have
no effect on EZOCs. A hex can have
friendly ZOCs and EZOCs simultaneously.
2.1h Friendly units negate EZOCs
in their hexes for Supply purposes
ONLY.
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2.1 ZOC Effects
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3.0 Movement
During his Movement Phase, the
player can move as many or as few of his
units as he wants. He can move each of
his units as far as he wants within each
unit’s “movement allowance” and any
other applicable restrictions.
Procedure:
The phasing player moves units individually or as stacks keeping track of
their remaining movement allowance
by expending movement points. Units
must follow a contiguous path through
the hex grid. Units can move in any
direction or series of directions.
3.1 How to Move Units
3.1a The player can move all, some
or none of his units.
3.1b Each unit has a movement allowance (MA) on the counter. A unit cannot
expend more movement points (MPs)
in a single phase than its movement
allowance (EXCEPTION: see 3.1e).
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© 2005 All Rights Reserved.
3.1c Calculate movement using Movement Points. According to the Terrain
Effects on Movement Chart each hex or
hexside feature costs a special amount
of MPs. The player must keep a running
total of the number of movement points
each unit expends while it moves.
3.1d Movement allowances are independent and one unit’s expenditures
do not affect other units. A unit cannot
save unused movement points or transfer
them to another unit.
3.1e A player can always move a unit
(with an MA greater than 0) one hex—regardless of the MP cost involved. Such
movement cannot be through or into
prohibitive terrain. Movement allowance modifications (such as from supply)
and EZOCs have no effect on a unit’s
ability to use this rule.
3.2 Terrain Effects on
Movement
3.2a According to the Terrain Effects
on Movement Chart, each hex and hexside feature costs movement points. A
unit must pay the total movement points
required to enter a hex before entering
that hex, with the exception of units
moving using rule 3.1e.
Page 3
Standard Combat Series
3.2b Units may use roads only when
following a continuous path along the
road to enter a given hex. Such units pay
the road movement cost and ignore the
MP costs of the hex entered or hexside
crossed.
3.2c A hexside feature crossed that is
not negated by a road adds its cost to
that of the hex.
3.2d Units cannot enter or cross
prohibitive terrain (unless negated by
roads).
3.3 Restrictions on
Movement
3.3a Units cannot enter enemy occupied hexes.
3.3b Only friendly units move during
a friendly phase. Combat results can
force enemy units to retreat.
3.3c The map edge is a “hard boundary.” Destroy units that cross it and count
them for victory purposes.
4.0 Stacking
A stack occurs when a hex contains
more than one unit. Each game will have
its own stacking limit.
4.0a Enforce stacking at each phase’s
end and at the instant of overrun. In the
overrun case, count both overrunning
units and any units which just happen to
be in the hex. Adverse overrun combat
results only affect the units actually overrunning. Reinforcements can overstack
initially, but these stacks must break up
by that phase’s end.
4.0b Game markers (Out of Supply,
etc.) never affect stacking.
4.0c Order of Stacking.
Stacking The player can
arrange his stacks any way he likes with
the following restriction: The top counter in every stack must be a combat unit
with an attack strength of one or more
(if such a unit exists in the stack).
5.0 Reinforcements
Reinforcements are units that enter
after play begins.
Procedure:
Place reinforcements into their
entry hexes at the beginning of their
entry turn’s Movement Phase. Place
them into the hex containing the entry
area designation (if several hexes are
given, they may be split up) and start
their movement there. Reinforcements
always enter supplied.
5.0a Reinforcements can overstack on
placement provided they split up during
that phase.
5.0b Reinforcement placement does
not cost movement points. Reinforcements can use their full movement
allowance in their first phase.
5.0c EZOCs have no effect on reinforcement placement. Do not place
reinforcements into hexes containing
enemy units. If enemy units block a
reinforcement’s entry hexes, the reinforcements arrive in any hex at or within
10 hexes along the map edge. If entry
occurs on the map (that is, not on an
edge) and the hex is blocked, the units
enter anywhere at or within 5 hexes of
the intended hex.
6.0 Overrun Combat
Overrun Combat is combined movement and combat. At a 2 MP cost, units
can conduct an “overrun attack” during
the Movement or Exploitation Phases.
To overrun as a stack, units must begin
movement stacked. Units that begin
the phase in an EZOC cannot overrun.
Units that overrun can stack with those
which aren’t (adjacent to the target hex)
and that the hex’s stacking total must
be within the stacking limit. Adverse
combat results only affect the units
actually engaged in the overrun.
Procedure:
The player moves a unit or stack
adjacent to the target hex, paying the
hex’s terrain cost and any EZOC cost.
The units then expend 2 MPs for the
overrun. The player calculates the odds,
rolls the dice, and applies the Combat
Results Table as in any combat. If all
defending units vacate the target hex,
the overrunning units must enter it.
Page 4
6.0a Resolve overruns like any other
attack (see section 7.0) but resolve them
during the Movement Phase immediately after announcing them. Overruns are
not resolved in the defender’s hex—at
all times the attacking and defending
stacks are in adjacent hexes.
6.0b More than one stack can never
overrun a single target at once.
6.0c Units can overrun only those
target hexes that would cost them 2 or
less MPs to enter in regular movement.
For this rule, use the target hex’s terrain
cost only, ignore EZOCs.
Example: To overrun a hex that would
cost 1 MP in regular movement, a unit
would pay the terrain cost of the adjacent
hex +2 MPs for the EZOC in that hex ,
then 2 MPs for the overrun itself.
6.1 Restrictions on
Overrun
6.1a Only units allowed to move in the
Exploitation Phase can overrun during
that Phase.
6.1b An attacking stack can overrun
only once in a phase. A given target
hex can be overrun only once in a
phase—units in that hex can be overrun
again should they retreat to another—yet
to be overrun—hex. Units can overrun
during the Movement Phase and attack
normally during the Combat Phase.
Properly managed, a unit can attack up
to three times in a turn.
6.1c Supply status has no effect on a
unit’s ability to overrun.
6.1d Units cannot use roads (and
features like roads) to execute overruns. Units can use a road to get to the
hex adjacent to the overrun target, but
cannot use the road to lessen the cost of
the target hex to allow overrun.
6.1e Units (overrunning and stationary combined) cannot overstack in the
overrun attack hex (see 4.0a).
6.1f All game-specific modifiers (air
points, combined arms modifiers, etc.)
apply to overruns like any other combat.
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© 2005 All Rights Reserved.
The Gamers, Inc.
6.2 Overrun Results
6.2a Overrun attackers can advance
after combat, but regardless of the result the overrun ends the regular movement for them. The attacking units must
enter (or traverse) the defender’s hex if
it becomes vacant during an overrun.
6.2b Apply any retreat results the
attacker gets in an overrun.
7.0 Combat
Units can conduct combat against
enemy units in their ZOCs. Other than
overruns, combat occurs only in the
Combat Phase.
A player is never forced to attack.
Units must defend if attacked. Units
within a stack cannot be attacked singly—stacks always defend together.
Execute attacks in any desired order and
there is no need to announce attacks in
advance.
Procedure:
The phasing player determines the
combat’s odds (see below), finds the
correct odds column on the particular
game’s Combat Results Table, and rolls
two dice (depending on the game, this
roll could be interpreted as either a 212 or 11-66—see the specific Combat
Results Table for the version being used).
Players read the result and apply it as
listed below.
7.1 Combat Results
The Combat Results Table gives
results that affect the attacker (A), the
defender (D), or both. The possible
results are:
#—Number of steps lost
r#—Number of hexes to be retreated.
A result of A1r1 would mean the attacker must lose one step and retreat one
hex. The attacking forces must lose total
of one step (strongest unit first) and all
attacking units must retreat one hex.
Execute the result immediately upon
determining it. After executing it, move
on to other combats. The defender always executes his result first.
7.2 Restrictions on Com- 7.4 Odds Determinabat
tion
7.2a No unit must attack.
7.2b No unit can ever divide its
strength between more than one combat.
Any number of units can attack in a
single attack, and attacks can be made
from any direction or set of directions.
While no individual unit in a stack can
divide its attack, stacks always can. In
other words, units stacked together could
attack different hexes, but no single
unit can contribute to more than one
attack.
7.2c Attack all units in a hex as a single
defending strength. The defender cannot
withhold units in a hex from attack.
7.2d Units can attack or be attacked
only once in a Combat Phase. Units
can make only one overrun attack in a
phase. Units which overrun are eligible
to attack in the regular Combat Phase
as well.
7.2e Units with a Zero combat value
can participate in an attack with other
non-zero units. While they add nothing
in the way of combat strength, such units
can help absorb step losses and advance
after combat.
To determine the raw combat odds,
compare the total modified attacking
strength with the total modified defending strength. Divide both numbers by
the smaller number of the two. Apply
the rounding rule to the results of the
divisions and express the two numbers
as a ratio Attacker to Defender.
Odds columns are limited to those
printed on the table. Resolve attacks at
odds greater than the table’s right-most
column on that column. Attacks found
to be at odds less than the leftmost column incur the following: the attacker
loses one step and the defender is unaffected—do not roll on the table (this
rule also applies to attacks which are
shifted off the Combat Results Table’s
left side).
7.3 Terrain Effects on
Combat
Steps allow a unit to take damage in
increments. The counter’s side displayed
shows a unit’s current strength. Most
units have a full and a reduced strength
side. Full strength units that take a step
loss are flipped over and become reduced
strength. Reduced strength units which
take a step loss are destroyed and removed from play. Note that the counter’s
sides have differing strengths. The full
strength side is the stronger of the two.
Further step losses can be shown by the
placement of a step loss marker under
the reduced strength counter—these
additional step losses do not affect the
unit’s strength.
8.0a When a result calls for a step
loss, the first step lost must be from
the side’s strongest unit. The “strongest
unit” being that with the highest RAW
attack strength (for the attacker) or
highest RAW defense strength (for the
defender). Remaining step losses (given
8.0c) can come from any of the side’s
involved units.
Combat into or across certain terrain
types, as listed on the Terrain Effects
Chart, is prohibited. Furthermore, units
cannot attack into terrain they might not
otherwise be able to move into from
their current hex.
Generally, terrain modifies attacking and defending combat strengths
as a multiplier. A stack defending in
a certain terrain type might be “x2,”
meaning multiply that stack’s strength
by two. Terrain affects only those units
that are subject to a condition. Say
three units attack across a river and one
isn’t—the three might be x1/2 and the
last would be normal. Only the terrain
of the defender’s hex and the hexsides
between the attackers and the defender
affects combat.
Alternatively, terrain could shift the
final combat odds instead of affecting
the actual strength of the units.
Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2005 All Rights Reserved.
Note to experienced gamers: The
implications of the standard rounding
rule on odds should be clear: this is far
from the usual “round in favor of the
defender” rule. Examples: 3:4 is 1:1, 5:2
is 3:1, 9:6 is 2:1, and 11 to 8 is 1:1.
8.0 Step Losses
Page 5
Standard Combat Series
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8.0b All units in a particular combat
must absorb one step loss before any
single unit of them absorbs two. Step
losses beyond the absorption capacity
of a side are ignored. Other than this
and 8.0b, the player is free to distribute
step losses among any units he wants,
provided they were actually involved in
the combat.
8.0c Given 8.0a and 8.0b, the owning
player chooses which of his units take
a step loss.
8.0d Some units have only one step.
These units have printing on only one
side. A single step loss eliminates any
such unit.
Page 6
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9.0 Retreats
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9.0a Retreats are given as the number
of hexes the affected units must retreat.
Unless using the “no retreat option” (9.2,
below), allof a side’s units in a combat
must retreat that number of hexes.
9.0b Units can retreat only into or
through hexes that the units could move
through during movement. Units which
cannot retreat or continue their retreat for
this reason must lose one step per retreat
hex the stack cannot do. The owning
player selects the unit that takes these
losses. Note: That is one step from the
stack, not per unit.
9.0c Retreat is always given in hexes,
not movement points. Except where prohibitive terrain prevents retreat, terrain
has no effect on the retreat’s length.
9.0d Any hex containing an EZOC
(friendly units do not negate) which
a retreating unit must enter during its
retreat costs the retreating unit one step.
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This loss is in addition to the combat
result itself. If a stack must do so, the
stack must lose one step, total, per EZOC
hex entered. The owning player chooses
the unit to lose this step.
9.0e Retreating units can stay together as a stack or retreat using separate
paths.
9.1 Retreat’s Path
9.1a The owning player retreats his
own units.
9.1b Each retreat path hex must be
farther away from the unit’s original
hex than the last (e.g., The second hex
retreated is two hexes away from the
combat hex.).
9.1c The unit must retreat toward a
supply source, if possible.
9.1d If possible, the unit must not
retreat into an EZOC. Units can violate
this rule to satisfy 9.1b or 9.1c and those
rules take precedence.
Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2005 All Rights Reserved.
The Gamers, Inc.
9.2 No Retreat Option
When the Combat Results Table
calls for one or more retreat hexes, the
owning player can opt to convert any
retreat amount into step losses, on a one
step per one hex basis. Therefore, if the
defender suffers an “r3” result, he may
opt for any of the following:
retreat 3, no step loss; retreat 2, one
step loss; retreat 1, two step losses; or
no retreat, three step losses.
The owning player can choose any
combination of retreat hexes and step
losses to fulfill his retreat result, provided the total equals the table’s retreat
result. Again, step losses affect single
units, retreat hexes affect the entire force
involved in the combat.
10.0 Advance After
Combat
Any time an attack causes the
defender’s hex to become vacant, attacking units can occupy the hex. The
attacking player chooses which units,
if any, he wants to advance with. The
stacking limit restricts such occupation.
If the defender retreats further than one
hex, only exploitation capable units can
advance as many hexes as the defender’s
retreat result. Note that even if the defender expends step losses to cover part
of his retreat result, the advance after
combat is equal to the original result.
The defender’s original hex must be the
first advance hex. After entering that hex,
advancing units can go anywhere (they
can split up or stay together)—except
for hexes containing enemy units or
prohibitive terrain. While advancing
after combat, units ignore EZOCs.
Any unit involved in the combat can
advance after combat (involved meaning
it contributed at least a 0 attack strength
to the combat). Only units exploitation
capable, however, can advance more
than one hex.
10.0a If the combat destroys the
defender leaving an unfulfilled retreat
result, the attacker can advance the
retreat result’s number of hexes.
10.0b Calculate advances, as retreats,
by number of hexes, not movement
points.
10.0c The defender cannot advance
after combat.
10.0d Attacking units must advance
into (or through) the defender’s hex if
it becomes vacant during an overrun
attack.
11.0 Exploitation
The Exploitation Phase allows friendly
units that are specified as exploitation
capable to move and conduct overrun
attacks using their full movement allowance again.
11.0a Generally, only units with a
colored box around their unit values are
exploit-capable. The game rules can also
define other units or conditions to give
the exploit capability.
11.0b A unit that is in a EZOC at the
Exploitation Phase’s beginning cannot
move, or overrun in the Exploitation
Phase.
11.0c Units which are not exploitcapable cannot apply 3.1e to move.
12.0 Supply
SCS games simulate supply in an abstract “trace” manner. Individual games
vary in the exact manner of handling
supply.
Procedure:
During the Supply Phase, the phasing player checks each of his units to
determine if a supply line trace exists.
If a trace is not possible, he marks the
unit with an Out of Supply marker. If, in
a later Supply Phase, a supply line trace
exists for such units, the owning player
removes the Out of Supply marker.
Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2005 All Rights Reserved.
12.1 Tracing Supply
Lines
12.1a A Supply Line Trace is a path
free of enemy units and EZOCs between
each unit and the side’s supply source.
Generally, supply line traces may be any
contiguous hex length. The Game Rules
list the “Supply Source” for each side.
EZOCs, enemy units, and impassable
terrain hexes/hexsides block supply line
traces. If the path used is not blocked,
a supply trace is possible. If the path is
blocked (and no other unblocked path
is available—the player may check
any potential path), mark the unit out
of supply. The owning player checks
each unit or stack for a supply line trace
independently.
12.1b After a successful trace, units
are “in supply” until the next Supply
Phase—regardless of changing circumstances. Conversely, out-of-supply units
must wait until (at least) the next Supply
Phase to qualify as being in supply.
12.1c Game rules which contradict
the above take precedence.
12.2 Out of Supply Effects
The game rules specify the out of
supply effects. A unit is subject to the
out-of-supply effects from the moment
it receives a marker until it is removed
or the unit is destroyed.
Page 7
Standard Combat Series
Designer’s Notes
This series was designed for two reasons. First, it was meant to offset our other series which, by an order of magnitude, are much more
complicated than the SCS. Second, it was designed to be a basic—read
FUN—game which can be played at times when the others seem like
too much of a good thing. These games are made for the “break out
the beer and pretzels, and here we go” type of evening. While none
of our games are designed with the beginner as their raison d’être,
the SCS was designed as something the beginner would be able to
handle—as opposed to being devoured by.
I want to make the reasons behind a few things in this series known.
First of all is our standard rounding rule. I have been forever pained
by the “11 to 6? Oh, I’m so sorry, that’s only a 1 to 1 attack.” More
importantly, watching players scrounge the map looking for a strength
point or two to “make the odds break” is downright embarrassing.
By making the “table break” happen at the 1/2 value, I hope to make
players spend less time pre-calculating and more time just shooting from the hip. Its the shoot from the hip gun fight that is fun in
wargaming, not the ravings of the accountant gone mad looking for
each individual strength point. If your opponent starts to pre-calculate
combats in this system (even after making it tougher on him), feel free
to slap him silly! Sure, he can start scrounging for enough points to
make that last 0.5, but only if you let him dodge around the Fog
of War rule !
Quite a few people seem to think our standard rounding rule is an
attempt at limited intelligence—it isn’t. The Fog of War rule is the
limited intelligence part of this game. The standard rounding rule
merely represents a different way of expressing what happens to the
remainder in odds (and other) expressions.
Another very carefully set up set of rules involves the determination of who gets to exploit, and who doesn’t, specifically the effect of
EZOCs on the matter. Because of the EZOC restriction, the development and use of reserves is rewarded. A player must be aware of his
units. He cannot assume that just because a unit is “mech” it will be
able to function in the Exploitation Phase. Likewise, units are also
restricted in their ability to overrun if they begin movement in an
EZOC. The assumption here is that units in contact with the enemy
will not have the ability to quickly disengage, reconsolidate, and plan
future movements so as to take advantage of fleeting opportunities.
Units in a “safe” reserve location can, and it’s those units which I feel
should be allowed to overrun and use the Exploitation Phase.
These version 1.7 rules can be used directly with any of the games in
the series. It reflects a continual process of refinement and correction
which will make each of our series rules the best they can possibly
be. Players all over the world have added their voice here to make
these rules and the system better by pointing out weak points and
errors—for them and their effort we are grateful.
Quality Wargames Since 1988
M M P
Multi-Man Publishing
Page 8
Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2005 All Rights Reserved.
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