Post by captainjapan on Sept 3, 2019 11:31:10 GMT -6
I am wondering if anyone remembers the si-mov rules that Jim Dunnigan wrote for the original 1974 ('73?) version of the game. These were changed for the TSR re-release. The turn sequence might also be the same for the game, Patrol. I'm not sure. I'd also like to know what the in-game time scale was (minutes/ seconds?/ fractions of seconds?)
Post by captainjapan on Sept 4, 2019 19:22:13 GMT -6
scalydemon, thanks for the lead. I signed up at BoardGameGeek. Wish me luck.
UPDATE: I now have a copy of the the Sniper! rules thanks to John at BGG. I haven't had the time to go over them thoroughly, but I have skimmed the sections relevant to the turn sequence. Excerpted below is an explanation of the simultaneous movement mechanic I referenced in the Chainmail thread, that didn't make it into the TSR re-issue (please excuse all the syntax and capitalization errors. It was a text pull off an image file):
During each Operation Plot Phase both Players
must record each man's mission (see 6.0 Individual Mission Summary) on his Simultaneous Movement Plot Chart. Each unit may
execute only one type of mission per Game-Turn.
The Owning Player writes the identity number
of the man or vehicle down the first column
along with the operation code (see 6.01 to be
performed. If the man is moving or firing, the
hexes moved through (one by one), or fired
upon are written down in the following
columns. If a given hex takes more than one
Movement Point to enter. the number of
Movement Points expended to enter is also
[5 1[ SECRECY AND HONESTY
Each Player's Simultaneous Movement Plot
Chart is to be hidden from the other player
until the end of the game. If there is any
question about the other Player's orders, the
Player IS adVised to write them down and
compare It with the Simultaneous Movement
Plot Chart at the end of the game. A Player
who secretly violates the rules to gain an
advantage in the game, forfeits the game.
152] SIMULTANEITY OF COMBAT
All combat is considered Simultaneous. For
tillS reason Combat Results are not effective
until the end of the Combat Phase. Then they
are applied to all units that suffered them .
152 1] A man that suffers a combat result in a
given Combat Phase must engage In Combat
during that Combat Phase If ordered 10 do so
by The Simultaneous Movement Plot Chart
Without any consideration of the combat
result The combat result does not affect the
man's Combat Ability in any way until after all
combat of that Combat Execution Phase is
i53] SIMULTANEITY OF MOVEMENT
All Movement is also considered Simultaneous.
Both Players execute all Movement during the
Movement Phase Execution Segment. All
Movement must be executed; men may never
alter their Movement in response to Enemy
There is a "plot chart" in the rules. It looks like a glorified timeline. While there was no timescale specified, the gameturn is basically:
1)Sighting (obviously, very important in game called Sniper!) 2)Mission plotting (like writing orders) see above. 3)Panic! (This is a morale or activation mechanic?) 4)Combat Resolution 5)Movement
I don't know what exactly I'm going to do with these rules yet, but I know it's going to be something design oriented.
Post by captainjapan on Sept 19, 2019 13:08:35 GMT -6
Sniper! is an inheritor of the development work Jim Dunnigan did on Panzer Blitz. An aborted idea for that game was to take it down to the individual man or tank level in scope.
Apparently, SPI had received a submission for an old west gunslinger game, except SPI had made a policy to only publish in-house projects. The idea impressed Dunnigan enough that he decided to return to man-to-man combat.
One of the two major texts that Dunnigan referenced to model movement and fire in Sniper! happened to be Michael Korns 'Modern War in Miniature".
The source of this information is an excellent write-up by Martin Campion for an issue of the seventies wargamining magazine, 'Moves'.