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New 1:1 Cold War/Modern Rule Set - Intervention

 
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Quartette
E5


Joined: 15 Nov 2008
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PostPosted: Sun Jun 19, 2016 11:15 am    Post subject: New 1:1 Cold War/Modern Rule Set - Intervention Reply with quote

A while back I mentioned that I wanted to write a Cold War/Modern 1:1 rule set for use with GHQ micro armor. Well, Its eventually finished - (If these things are ever finished).

Intervention is designed to give a feel for modern tactical combat without requiring a reference encyclopaedia of data reference tables. It focuses on morale, mobility and positional advantage (in particular flanking and cover).
I'd just be interested to hear GHQ user feedback and incorporate it in subsequent iterations, especially given that the game was designed with GHQ products in mind.

Anyway, it's available on wargames vault.

Edit:

http://www.wargamevault.com/product/185293/Intervention

A description can be found here:
http://www.benchtest.net/intervention-about/

Also, special thanks to Cama and Rutger who's models feature in the examples throughout.
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Last edited by Quartette on Sun Jul 03, 2016 2:11 am; edited 6 times in total
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SKeeM
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Joined: 15 Sep 2005
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Location: Bronx N,Y.

PostPosted: Sun Jun 19, 2016 7:06 pm    Post subject: Reply with quote

Sounds good. Do you have armor values for all the tank and AFV's? What about AT values for the weapons?
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Quartette
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Joined: 15 Nov 2008
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PostPosted: Mon Jun 20, 2016 1:34 pm    Post subject: Reply with quote

A long list of units are a work in progress - I have a more than full time job and the core rules have taken long enough. I am in the process of putting out a unit creation guide which should allow players to create their own units while I get around to generating more comprehensive lists.

(There is a blog post (and possibly better explanation about this here: www.benchtest.net/intervention-blog/2016/6/21/armour-class-and-penetration)

In terms of design rationale:

Because there is a cost associated with greater armour and greater armour penetration, manufacturers design armour to protect against particular classes of weapon and weapons manufacturers design their products to penetrate particular thicknesses of armour found on vehicles, this tends to lead to groupings of levels of protection and weapon penetration..

Vehicle Armour has been scaled between 0 and 5 with 5 roughly equating to MBT frontal armour - excluding ERA etc. (Particularly effective armour of a class provides an additional protctive bonus.)

Weapon armor penetration has been similarly scaled from 0 to 6 to indicate the level of armour it can penetrate. I have done stats for weapons ranging from militia makeshift weaponry to 3rd gen ATGM.

For example 20-25mm Autocannon rounds have an armour penetration of 2. So armour 3 protects against 23mm but not agianst 40mm bofors for instance,

Vehicles have three different armour values - one each for front, flank and rear facing.

Hope that makes sense.
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Last edited by Quartette on Sun Jul 03, 2016 1:39 am; edited 1 time in total
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Extra Crispy
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Joined: 28 Jul 2006
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Location: Evanston, IL

PostPosted: Wed Jun 22, 2016 11:19 am    Post subject: Reply with quote

You should write a summary for my Rules Directory project. I have not started on Moderns (but am working on Fistful of TOWs as we speak), but I'm planning a major push to add to the directory this summer.....

I can PM you a link.

Or if you prefer, provide me a PDF and I'll write it for you....
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GHQ
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PostPosted: Wed Jun 22, 2016 12:22 pm    Post subject: Reply with quote

We are happy to hear about your new rules Quartette! We will break our rule, and let you put up a direct link to your rules, if you want. We always like to do what we can to support new sets of rules.

Thanks for making GHQ miniatures a part of your rules!

GHQ
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Quartette
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PostPosted: Fri Jun 24, 2016 9:03 am    Post subject: Reply with quote

Many thanks. I have edited to add links above.

Out of interest, here is a blog post about why I chose to base the game around 1:285 micro armor

http://www.benchtest.net/intervention-blog/2016/6/11/notes-on-scale
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Quartette
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PostPosted: Sun Jul 03, 2016 1:29 am    Post subject: Reply with quote

We have just released the Technical Codex, which contains rules for customising your units.

Among many other things it includes rules for playing with: Marines, Assault Engineers, Spec.ialist Munitions, Sentries, IEDs, Artillery Observers and intoxicated units.

http://www.wargamevault.com/product/186934/Intervention-Technical-Codex
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Quartette
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PostPosted: Mon Sep 26, 2016 11:31 am    Post subject: Reply with quote

Just a quick post to let you know that I have just published the Unit Builder and Points Calculator on wargames vault.

http://www.wargamevault.com/product/194332/Intervention-Unit-Builder--Includes-Points-Calculation-Tool

Blurb:

Intervention caters for conventional, expeditionary, asymmetric and hybrid warfare - the Unit Builder allows players to build and customise units for the full spectrum of military activity, allowing an almost infinite variety of units to be fielded.

The Unit Builder gives you total free reign to come up with units for your force including guidelines for every statistic in Intervention.

Also included is the BETA version of the Unit Points Calculator to make designing your even force easier.

As the calculator is in BETA, I am particularly keen to hear your feedback on how the points balance works.
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bishnak
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PostPosted: Tue Sep 27, 2016 10:38 am    Post subject: Reply with quote

I'll be downloading these to check them out.

I can't help myself - I'm a pathological collector of rules. Always looking for that golden nugget of wisdom or the revolutionary new mechanism that just makes everything fall into place... Very Happy
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Quartette
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PostPosted: Wed Sep 28, 2016 12:24 am    Post subject: Reply with quote

Well I can't promise anything revolutionary, its a wargame afterall. Form the start, it has been a sandbox design which lends itself to experimentation with different sxcenarios. There are some neat mechanics and a lot of work has gone into streamlining to present players with challenging decisions about prioritisation and targeting.

Good luck, let us know how you get on.
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bishnak
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PostPosted: Wed Sep 28, 2016 8:08 am    Post subject: Reply with quote

Quartette wrote:
Well I can't promise anything revolutionary, its a wargame afterall. Form the start, it has been a sandbox design which lends itself to experimentation with different sxcenarios. There are some neat mechanics and a lot of work has gone into streamlining to present players with challenging decisions about prioritisation and targeting.

Good luck, let us know how you get on.


Thanks. I downloaded the rules last night and skimmed through - I'll be reading them in detail over the next few days. I'll also have to download some of the supplements (the rules are promising enough that I'm prepared to make this extra investment).

The rules mechanics are very interesting and the presentation and way it's written are first class IMHO - congrats. I love the use of GHQ minis throughout - it's refreshing to see a set of rules written from the outset with 6mm gaming in mind.

cheers,
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Quartette
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PostPosted: Thu Sep 29, 2016 1:07 pm    Post subject: Reply with quote

If you or anyone else has any queries about rules or suggestions please send us a message, either on here or through the benchtest website.

Out of interest, to mark the release of the Unit Builder and to give people a new game to play before weather worsens for the winter, Intervention Core Rules are Wargames Vault's deal of the day tomorrow for 60% discount.
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Quartette
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PostPosted: Sun Oct 09, 2016 2:54 pm    Post subject: Reply with quote

Repost from intervention blog:

We have started producing a rebel force to develop and playtest the new rules for Rebels.

So far we have: 2 x Complete rebel platons; 1 x almost complete rebel platoon; 3 x Snipers; 2 x Stinger teams; 1 x Machine gun support squad; 2 x RPG support squads; 6 x 'dickers'.




Next on the workbench:

2 x Gaz Trucks with Type 63 MLR; 4 x Gaz Trucks with ZSU23-2; 8 Toyota Technicals; 5 Zil Trucks; 5 Kamaz Trucks; 1 x Command squad; 12 x infantry squads; 2 x 'Foreign fighter' squads; 10 x 'angry mob' bases; 2 x mortar section.

That should be enough to be getting on with...
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Quartette
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PostPosted: Mon Nov 07, 2016 10:24 am    Post subject: Reply with quote

To those of you who have purchased Intervention Air Assault, we have just updated the PDF to streamline some of the mechanics and clarify a couple of the rules.

As a bonus, we have also included a selection of helicopter only equipment and abilities including:

Advanced Helicopter Sensor Suite
Defensive Aid Suite
Mast Mounted Sight
ISR Suite

... And rules for using Prepared Helicopter Landing Sites (HLS).

Out of interest we also blogged about the design thinking behind the mast mounted sight.

www.benchtest.net/intervention-blog/2016/10/31/mast-mounted-sight-designers-notes
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Quartette
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PostPosted: Sun Dec 04, 2016 12:05 pm    Post subject: Reply with quote

Updates

We have just released a significant revision of the Intervention Technical Codex.

We've crammed in a host of new content, including new rules for VBIEDs, Medical and Logistics units, vehicle upgrades, units that cause terror and a load more.

We have also streamlined and clarified some of the existing rules to increase playability.

To go with it, we have also updated the Points Calculation Tool to make it more comprehensive, putting more information at your fingertips. It has helpful hints if you have made a mistake and now includes costings for all special rules and weapon abilities found in the Technical Codex and Intervention Air Assault.

The Technical Codex and Points Calculator are available from Wargame Vault - those of you who have already purchased them can download the updates for free.

Technical Codex: http://www.wargamevault.com/product/186934/Intervention-Technical-Codex

Unit Builder/Points Calculator: http://www.wargamevault.com/product/194332/Intervention-Unit-Builder--Includes-Points-Calculation-Tool


Intervention Blog


The forthcoming update of the Intervention Core Rules contains a series of small tweaks and enhancements. Probably the most significant revision, however, is how Overwatch works. As it relates to a fundamental issue that all Wargame designers have to grapple with, we have written a blog post about the the design process behind the changes.

http://www.benchtest.net/intervention-blog/2016/11/19/wicked-design-problems-overwatch-and-the-cover-dash
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