08 – Recce

Chris Kemp’s Not Quite Mechanised

Free .pdf copy of the guidelines for personal use.

THE RECCE SEQUENCE

RECCE SEQUENCE 

This sequence is used for recce and other stands coming up against a concealed enemy. The defender rolls 3 dice, a Red, a White and a Blue. ROLL THEM ALL AT ONCE. The recce can elect to look at a position likely to contain enemy, or the defender can shout STOP at a point where the recce is likely to be engaged, with any adjustment being made once the dice result is in the open. Advancing recce can only look at one area per hour. This has the effect of forcing them to adopt a slow low-risk advance, or a fast high-risk one. 

To make the recce sequence run even faster in the early part of the game, consider dispensing with the recce’s limit on movement, but only allow them to make ONE recce test per move. If the recce blunders into a hidden defender that it has not recced, it is ambushed and cannot shoot and scoot.

 RED: Does Recce sight the enemy first on the RECCE SEQUENCE table below? If the recce does not sight a concealed enemy in defence, then:

 WHITE: Still using the Recce Sequence Table, does the enemy ambush the recce, or allow it to pass by unmolested without seeing the defence: Defenders choice. If the recce fails to spot the enemy, and the enemy fails to ambush, or stay hidden from the recce, then the defender opens fire:

 BLUE: Check against the ENGAGEMENT TABLE to see how close they can allow the recce to come before opening fire. The defender fires and places casualties on the recce before the recce replies. Before the result is known, recce troops only can shout SHOOT AND SCOOT”, which allows them to halve their casualties received and withdraw to safety without returning effective fire or expending ammo dice. (Back to “How to Play)

 In a meeting engagement, Just score Red for the attacker, White for The Defender, then use the blue die to see at what range the engagement begins, using the winner’s troop classification, if the winner decides that there will be a firefight. If the winner wants to remain concealed, they must withdraw out of the loser’s effective range.

ENGAGEMENT TABLE

  Harassing Range Effective Range Contact Range

Use this table when units  open fire on an enemy for the first time, to see if they can hold their fire  until close range.

E X X Y
V X 1-2 3-6
R 1 2-4 5-6
C 1-2 3-5 6
M 1-3 4-6 X

 

RECCE SEQUENCE TABLE     

    E V R C M Concealed Defender

R

E

C

C

E

E 6 5 4 2 Y Use 1D6 to equal or better the score
V X 6 5 3 2 Y = ALWAYS
R X 6 5 4 3 X = NEVER
C X X 6 5 4
M X X X 6 5
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One response to “08 – Recce

  1. Pingback: How NQM Works – a Brief Outline | Not Quite Mechanised

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