I was thinking about how other countries do not have the up to date units that other countries have.
» Archaic armor and technology are left-overs of what we call today modern. In the battlefield of the future, less fortunate countries have to use the other super-power’s hand–me–downs.
» There are a few simple rules that differ from OGRE/GEV when dealing with archaic armor (1995 – 2015)
» Archaic armor is not effected by spillover fire from another archaic unit's fire. + Archaic armor, when attacked with nuclear spillover fire, all take the full attack for every archaic armor unit in that hex. If a Heavy tank from the future attacks a hex with three main battle tanks in it (2/2 R2 M2), then all three tanks take the 4 attack and therefore three rolls are made to determine the fate of all three unfortunate archaic armor in that hex.
Infantry can be picked up by an APC from an adjacent hex, then dropped off in another hex adjacent hex, but the infantry may not attack if transported this way, even if the enemy is within range. They must wait until next turn to attack. They may be dropped off by an APC or truck and attack immediately if they were not picked up in the same turn. They exit the APC in the same hex or an adjacent one to attack (player's choice). The archaic APC may join in the fight with's archaic weaponry as well to augment the infantry's abilities.
» Any unit, even 0/0 trucks and 1/1 light scout vehicles may pull artillery. It takes one full turn to set up the artillery and one 1/1 infantry must be left behind to operate the archaic artillery (hence, the truck being able to carry 1/1 infantry). An archaic artillery piece may fire at plus one range at the cost of one attacking factor. For instance, the average archaic artillery piece is 2/4. It may fire 5 hexes (7.5 miles) if it attacks at only 1 attack factor. The reason the ranges are so short for these archaic units is that the shells they fire are not archaic. Theoretically, these artillery pieces could fire a shell over 20 miles (about 13-14 hexes) but the technology available to the opposing side could shoot that shell out the sky within the first few miles without maneuvering assistance technology. In fact there are modern rockets launchers (namely the American made M270 Multiple Launch Rocket System) that can place rockets at near double that of conventional artillery of the 1995-2015 military era to the sum of over 40 miles (over 26 hexes). Nevertheless, future weapons would shoot these partially unguided rockets ‘of the past’ out of the sky before they reached 6-7 miles downrange. The chassis of the original unit still exists but the payload has been modified to keep up.
» Archaic units that are passing through the same hex of other archaic armor or infantry may pass through without overrun combat if they do not end up in that same hex. The occupying unit may choose to attack the other unit passing theough, but at only1/2 strength (rounded down). If, however, the intruding unit passes through another enemy unit in a hex before it passed into this one, that ½ strength is now full strength (you scouted their position and are ready for them – good to have screening infantry and scout units surrounding your armor). A unit may move into another enemy's hex and initiate close quarter combat. The defending unit may attack first and it the attack is successful the attacking unit may fire back before being removed from play.
» Infantry is augmented and may move about 20 mph to 25 mph with newer technology robotics. Their logistics are carried by four legged ‘pack robots’ and can keep up with the grunt infantry. This type of infantry, however, is not protected from radiation, biological and chemical warfare. Nevertheless if the player is given one turn notice that one or all of these three types of attacks are being used in battle, he may prepare his infantry for these types of attacks but all his infantry fight at one less strength than before (all that protection is hard to fight in!).
» Now each augmented infantry unit can jump jet recklessly into combat, throwing everything at their opponent but sacrificing 1 defense (anything hitting them destroys the whole unit), 1 attack but gaining 1 movement. This makes them not as useless as once thought. For 2 VP you can purchase a 3/1 company of augmented infantry while for 4 vp you can purchase a 2/2 of power suited 'clamshell' infantry. Both attack at 2 when the augmented infantry sacrifice 1 DEF and 1 ATT but the augmented infantry are more easily destroyed once they get there if they miss.
» Just like militia, but way better equipped, they are exposed to the elements to a certain degree (more than power suited armor, let me tell you!) When attacked, a DIS and X result on the CRT just reduces the unit by one 1/1 augmented infantry unit and the rest are subjected to spillover fire (DIS=NE and X=DIS for each other 1/1 squad in the unit).
» If non-power suited infantry are in an armored APC they are protected from nuclear, biological and chemical warfare as well as the chance of becoming 'shaken' in combat - as long as they stay within the APC. All archaic augmented infantry may attack FROM the APC but at one reduced strength. The archaic APCs of the past also so not have to stop at streams and may treat water up to hex of the coast as clear terrain (they float).
Tell me what you think. I did a game with archaic armor in it with a FEW modern units (1 GEV, 1 HVY TNK and a 2/2 of power armored infantry).
» The Cobb point system actually made it a close game on the beautiful OGRE/GEV S-2 map. I pretended that the Cameroon oil fields were under attack with archaic armor and the other side responded in like kind. The fields were taken, but not without many armor hulks littering the battlefield.
» The future units were taken out almost immediately as they were the greatest threat. Of course, the GEV was swarmed by several Harriers. If you want the stats of the Harriers, IM me - I would be happy to provide them. You see, in places where archaic armor is the norm, aircraft and helicopters are still lethal.