(Classic) More Special Forces Options for Classic


  • Here is 9a of n for discussion of my Classic House Rules

    Special Forces in Classic
    Unit Name      IPC Cost ATK DEF MOVE Notes
    Special Forces     8        3*   3*   2*   Cannot be transported with any other type of units. See below for rules and uses of this unit.

    Special Forces - The truly elite, the best of the best, the Special Forces of a nation. Special Forces attack value increases to 4 when doing an Airborne Assault. Cannot be transported with any other type of units.

    Optional Rules for the Optional Special Forces
    Special Forces are unique units with many and varied powers. Special Forces have the following optional rules: Attack a Specified Unit (Sabotage Raid) and Attack an Industrial Complex (Industrial Raid). These rules are optional, potentially ruinous to balanced game-play, and great fun to pull off if you can. As such, the potential use of any of these rule sets should be negotitated in advance of the start of play. Here they are:

    Decide on a Target
    A Special Forces unit, for its turn, can be used to launch a raid, whether sabotage or industrial. The raid must take place in a territory not also under normal attack but may take place in a territory that is receiving a Strategic Bombing Raid. Once in position for the raid, the player selects the desired target. The target may be the territory’s Industrial Complex (an Industrial Raid) or any single unit in that territory or any enemy sea unit off of the coast of that territory (a Sabotage Raid).

    Arrive to Target Territory
    Special Forces units can use regular movement, an Amphibious Invasion (off of a Submarine or a Transport), or an Airborne Assault to get into position for the raid.

    Attack a Specified Unit (Sabotage Raid):
    Once in postion, a die is rolled for each SF in the raid. On a roll of 1-3 the raid is successful, the targeted unit is destroyed, and the Special Forces make their escape. On a roll of 4-5 the raid is unsuccessful but the SF unit escapes. On a roll of a 6 the SF unit is discovered before the raid and is killed without completing its mission.

    Attack an Industrial Complex (Industrial Raid)
    Once in postion, a die is rolled for each SF in the raid. On a roll of a 1 the SF is discovered before the raid and is killed without affecting its target. On a roll of 2-3 the raid is unsuccessful but the SF escapes. On a roll of a 4-6 the raid is successful. The targetted power loses IPCs based on the result of the roll: 4 for 4 IPC damage, 5 for 6 IPC damage, or 6 for 8 IPC damage).

    Surviving the Raid
    In the event Special Forces perform a raid and survive (with either a successful raid or an unsuccessful raid but a successful escape), remove the SF from the game board and return it to the owning power. The SF return to the game board during the placement phase of the owning power’s next turn.

    Examples
    Sabotage Raid Example: UK player attacks a German Bomber in Western Europe with a Special Forces in a sabotage raid, rolling a 2. The raid is successful. Germany loses the Bomber and the SF return to the UK player. The SF return to the game board at the end of the UK player’s next turn, not at the end of the UK player’s current turn. (The SF that conducted the attack will have to sit out 1 turn, in order to finish returning from the raid.)

    Industrial Raid Example: German player attacks the UK Industrial Complex in the UK with Special Forces in a industrial raid, rolling a 5. The UK loses 6 IPCs and the SF return to the German player. The SF return to the game board at the end of the German player’s next turn, not at the end of the German player’s current turn. (The SF that conducted the attack will have to sit out 1 turn, in order to finish returning from the raid.)

    Unsuccessful Raid Example: US player attacks a Japanese Battleship off of Wake Island with Special Forces in a sabotage raid, rolling a 5. The raid is unsuccessful. Japan keeps the Battleship and the SF return to the US player. The SF return to the game board at the end of the US player’s next turn, not at the end of the US player’s current turn. (The SF that conducted the raid will have to sit out 1 turn, in order to finish returning from the raid.)

    Fatally Unsuccessful Raid Example: Japanese player attacks the US Industrial Complex in the Western US with Special Forces in a industrial raid, rolling a 1. The US loses 0 IPCs and Japan loses that SF. Japan can replace that SF on its next turn.

    There are thoughts on more ways of turning commandos loose on my enemies, on “set[ting] Europe ablaze” as Winston Churchill allegedly ordered the Special Operations Executive.

    -Midnight_Reaper

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