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Old 07-30-2014, 08:44 AM   #111
Knockman
 
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Default Re: Strategic & Tactical Objectives Counter Sheet

Thanks Offsides - we've gone for SPs-per-hex, as there are a majority of single hex facilities, but there would be nothing stopping you adopting your proposal. In fact, as an advanced rule, it sounds good to me and I'd be keen to discuss it more.

So as promised, here's a quick taster for one of the Facilities...


2nd Insider Briefing - POL Store

A single hex counter, there are four available on the S&TO Counter Sheet, each numbered (POL01, POL02, etc.) so they can be identified. The POL Store is a vital supplies hub for Provisions, Ordnance & other Logistics. It keeps the army operational in the field, being an essential source of arms, ammunition, power, fuel, oils, spare parts, equipment & military kit.

And these facilities can also be primed for detonation if there is any imminent threat that they will fall into enemy hands. Beware mighty deafening explosions.

Building Type: Admin

Strength Points (SPs): 20

Demolition: POLs can be detonated by their owning player voluntarily, at the end of their own Recovery Phase only.

Use the Cruise Missile detonation table (10.04) to determine damage to nearby units and buildings (including those in the same hex as the detonation), adding an extra number of hexes of distance according to the POL’s remaining SPs:

16-20 SPs remaining: add 1-hex distance from the detonation hex
11-15 SPs remaining: add 2-hex distance
6-10 SPs remaining: add 3-hex distance
1-5 SPs remaining: add 4-hex distance

Note: treat units in the detonation hex as being in Clear terrain for purposes of 10.04

After checking damage to nearby units, the POL itself is considered destroyed – flip the overlay and treat the hex as Rubble.

Optional rule: Roll a die whenever the POL is attacked:

Attack Strength 2–3: POL detonates on a 6
Attack Strength 4–7: POL detonates on a 5–6
Attack Strength 8+: POL detonates on a 4–6
Overrun: POL detonates on a 3–6 at the end of each fire round

Any detonations are immediate; do not deduct the strength of the attack from the remaining SP of the POL when determining the effect of detonation.
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Update: 8th June 2018 - officially formatted S&TO Rules Version 3 now available on this website.
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Old 08-02-2014, 02:11 PM   #112
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Default Re: Strategic & Tactical Objectives Counter Sheet

3rd Insider Briefing - Rail Station and Rail Yards

Rail Transport Facilities

Rail Station - single hex - one counter with this sheet

This Rail Station provides a protected dome for the exchange or terminus of the rail system of this zone. Whether it protects passengers or freight or both, it is a vital transport hub for the entire region. Often the origin/source or destination for Trains and Train Missions.

Building Type: Admin

Strength Points (SPs): 20

Note: treat the train tracks as fully connected in an ‘X-shape’ under the dome

Train loading: up to 12 squads of infantry per turn may board a train (9.07) which is at 0 speed in this facility.


Rail Yards - single hex - three counters on each sheet

The Rail Yards provide the space & facilities for train repair & maintenance, along with the crucial infrastructure & valuable storage areas to ensure that this rail system remains in operation. Often the origin/source or destination for Trains and Train Missions.

Building Type: Admin

Strength Points (SPs): 10 per hex

Train loading: Up to 6 “size points” of armour or infantry per turn may load onto a train (9.07) which is at 0 speed in this facility.
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Update: 8th June 2018 - officially formatted S&TO Rules Version 3 now available on this website.

Last edited by Knockman; 08-02-2014 at 02:18 PM.
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Old 08-02-2014, 07:06 PM   #113
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Default Re: Strategic & Tactical Objectives Counter Sheet

Are these rules included with the S&TO sheets?

And I think a new thread should be created collecting all these rules.

I like them and look forward to useing them once I get my hands on the sheets.
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Old 08-06-2014, 02:31 PM   #114
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Default Re: Strategic & Tactical Objectives Counter Sheet

Hi Zorgophlats,

All information you see here now and in the future supporting the S&TO sheet will be in a free PDF download, hopefully available soon - just as soon as we sort out a new genius artist to help format all this properly. It was unfortunate but the Wayland Games staffer who was going to do this left them for a working life elsewhere.

As for a new thread, I've initially decided to keep all info here - saves on work for the moderator and makes it easier for people to come back to refer to this thread. But, over on the BGG, the counter sheet has it's own entry:

http://boardgamegeek.com/boardgameex...es-counter-she

We plan to develop that as the BGG forum supports product information, expansion and enhancement nicely, where here is a good straight-forward discussion forum.
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Update: 8th June 2018 - officially formatted S&TO Rules Version 3 now available on this website.
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Old 08-08-2014, 07:14 AM   #115
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Default Re: Strategic & Tactical Objectives Counter Sheet

4th Insider Briefing - Coastal & Maritime Facilities

Sea-Base, Harbour and Port

Sea-Base - single hex - one counter with this sheet

Whether this is a vital coastal fortress emplaced to protect the sea-lanes, or as a naval headquarters for command & control, a Sea Base provides shelter & maintenance for GEVs & Marines. Its own defences might even pack a punch too.

Building Type: Strongpoint

Strength Points (SPs): 60

Inherent Base Attack Strength: The Sea Base can be equipped with its own fixed point defence turret – Attack 2 / Range 2 / Def 1. Plus 4 APs.


Harbour - single hex - one counter with sheet

The Harbour provides a focal point for maritime traffic & trade, a coastal emplacement for hydro-electric power generation, or even a small operating garrison for GEVs & Marines to ensure this stretch of the coastline remains occupied & protected. Some Military Harbours exist as proper Maritime Strongpoints with a greater level of Strength Points.

Building Type: Admin or Strongpoint

Strength Points (SPs): 30 or more


Port - three-hex counter - one counter with the sheet

A much larger maritime complex, possibly even a dockyard for shipbuilding, or a major sea freight nexus, the Port is crucial to maintaining links to the rest of the world. Well defended & in some cases fortified, Ports are always vital strategic objectives. Some have garrison facilities for their own Defence Forces of GEVs and Marines, and sometimes also with fixed point defence turrets similar to Sea Bases.

Building Type: Admin or Strongpoint

Strength Points (SPs): 30 or more per hex

Inherent Base Attack Strength: The Port can be equipped with its own fixed point defence turret – Attack 2 / Range 2 / Def 1. Plus 4 APs – positioned within the single hex without water.
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Update: 8th June 2018 - officially formatted S&TO Rules Version 3 now available on this website.
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Old 08-10-2014, 08:11 AM   #116
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Insider Brief

Here is a link, and yes I got permission first, of the briefs:

S&TO Briefs
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Old 08-12-2014, 12:38 AM   #117
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Default Re: Strategic & Tactical Objectives Counter Sheet

Thanks Ken - for everyone's notification, Ken did indeed ask whether he could compile all of this information, and I'm more than happy to see him do so, to make it available for others.

We're also slowly enhancing the sheet's dedicated page in BGG - and again, many thanks to the unknown agent who got that page put up. Good to see some folks have visited it too:
http://www.boardgamegeek.com/boardga...es-counter-she
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Update: 8th June 2018 - officially formatted S&TO Rules Version 3 now available on this website.
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Old 08-21-2014, 07:32 AM   #118
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5th Insider Briefing - Strategic Objective Facilities

Comms Array, Power Station and Missile Silos

Comms Array - four-hex counter - one counter with the sheet

Built on a sprawling site, often in remote areas, the Comms-Array is a decisive asset in a government’s ability to keep in touch with allies around the globe. A seemingly fragile collection of towers & bunkers but easily re-built; still often a major strategic objective.

Building Type: Admin

Strength Points (SPs): 10 per hex - 40 for entire counter


Power Station - two-hex counter - one counter with the sheet

So many other buildings, complexes & facilities rely upon this one location for the power to operate. The operational hub of the region’s power grid, Power Stations also include extra industrial, manufacturing & repair facilities too, making them vitally important assets for armament and ammunition production, and vehicle repair & maintenance for any armed forces – possibly repairing armoured vehicles, maybe even for Ogres too.

Building Type: Reactor

Strength Points (SPs): 40 per hex

Destruction: the elimination of the Power Station can lead to a decisive game effect, perhaps the loss of power affects the operation of other Facilities, or the Power Station gives the attacker a tactical edge, or even pollutes the region.


Missile Silo - single hex - two counters with the sheet

Hidden away, Missile Silos provide a deadly attack strike capability on a regional or even global scale. Although launched missiles can fall prey to laser towers, launch enough & only one needs to hit home to cause harm and devastation. So an important objective to be neutralized when discovered.

Building Type: Strongpoint

Strength Points (SPs): 60

Destruction: the elimination of the Missile Silo can lead to a decisive game effect, perhaps the detonation affects the operation of other Facilities, or the loss of the Silo gives the attacker a tactical edge, or destruction even taints the nearby area.

Optional rule: allow the owner to fire up to three Cruise Missiles (one per turn) from this facility.
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Update: 8th June 2018 - officially formatted S&TO Rules Version 3 now available on this website.
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Old 08-21-2014, 08:12 AM   #119
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Quote:
Originally Posted by Knockman View Post
Power Station - two-hex counter - one counter with the sheet

U]Destruction[/U]: the elimination of the Power Station can lead to a decisive game effect, perhaps the loss of power affects the operation of other Facilities, or the Power Station gives the attacker a tactical edge, or even pollutes the region.
Lasers stop working?
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Old 08-21-2014, 09:03 AM   #120
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Default Re: Strategic & Tactical Objectives Counter Sheet

In Operation Newspaper, a Shockwave scenario, loss of a reactor causes -1 on any defender's dice roll for three turns.
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