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Snipers in NUTS!

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Page 1: All Things Sniper

All Things SNIPER Article

Version 1.1 Oct 2009, Rev May 2010 (Non-Sanctioned Rules…Mostly for NUTS! 2nd Edition)

Compiled by John Paul Bakshoian There was a discussion on THW Usergroup about SNIPERs. This is a compilation and expansion on that. It is not Official, though some of the items noted have come from previous THW editions. Already from THW:

SNIPERS (NUTS! 1st Edition, page 41) (also FNG page 48) If the reinforcement indicates a “Sniper” it is resolved as follows:

- Divide the table edge closest to the side receiving the sniper into six equal sections.

- Roll 1d6 and place the reinforcement card denoting the sniper in that section.

- Next move the sniper card directly across the table until it is centered across the depth of the table.

- Note which enemy figure is closest to the sniper card. - The sniper will take one shot at this figure. - If the sniper misses his target and does not cause a

Duck Back or there are figures that can see the sniper and did not Duck Back, then remove the card and place the sniper figure on the table. The sniper must have line of sight (LOS) to the figure just hit and should be placed in cover if possible. Ideally, the sniper should be placed in cover as far as possible from the target while still maintaining LOS.

- If the sniper hits his target, return the card back to the section of the table it started from and repeat the procedure each time the sniper is active.

Notes: NUTS! 2nd Edition does not include SNIPER nor use cards for allocating re-enforcements. This is the Sniper Re-inforcement card for each country (2 through King) German = 8* Russian = 5* US = 7*

Page 2: All Things Sniper

British = none * Snipers are handled as outlined later in this section and are either Rep 4 (1-3) or Rep 5 (4-6). Attribute (NUTS! 1st Edition, Page 7) (Also FNG, page 7) SNIPER: Crack Shot, Tough, and Stealthy

FNG:UW Has several listings for Sniper. On page 8 there is a Reputation Generator for Marine Sniper On page 10 there is a description of M-21 Sniper Rifle, Winchester Model 70 Sniper Rifle and the Remington Model 700 Sniper Rifle. Also included is their Range, Targets & Impact. This book also allows you to Determine Hit Locations (Head, Arms, Chest, Gut Leg) if you want to go that detailed. Might be nice for a sniper that wants to maim and not kill. There is also a full page devoted to Marine Scout Sniper Teams Page 64. According to the TOE for US Army Rifle Platoons 1944 (From GHQ), the Platoon Headquarters was issued one M1 Carbine, three M1 Rifles and one Sniping rifle.

Perhaps the most important question about using a sniper in the game is: Do you want to A) play the individual sniper character or do you want to B) play the concept of sniper? These are two different approaches. The first is using a figure, giving it stats and attributes, moving it around the board. The second is either using Possible Enemy Force (PEF) markers or some other thing like Random Attack or Special Scenario Rule and only using the concept that a sniper has shot at you. (Usually for Solo Play) SNIPER

- Skilled Military Shooter: A member of the armed forces who is trained to shoot enemy soldiers from a concealed position.

- Encarta Dictionary When Sniper is used in this article, it means someone trained to do this. Any Joe can pick up a gun and "snipe" at a target, but they don't get any benefits. They are just Riflemen. Snipers only get shooting benefits if they use Bolt Action Rifles and are actively being a sniper (as opposed to actively being a rifleman). Scopes

Page 3: All Things Sniper

improve distance. (1) (2) (3) Note: Included here is just a short timeshot of the many years worth of THW Yahoo Group discussing Sniper. Also Note: A Bolt-Action Rifle’s Range in NUTS! is 48” and 60” with scope in every scale (6mm, 15mm, 20mm, 28mm, etc.) If you’re tabletop is 4 feet by 6 feet, any rifleman can cover the board from short end to short end and can nearly cover the board long end to long end with a scope. THW Message #57014 = Bob A fundamental question is whether someone is playing the sniper, or is [the sniper] just an external factor affecting the player's squad in a solo game? If you're after the 'realism' approach for a head-to-head game, I have to wonder if having the sniper within 400m is even worth considering for [a professional sniper]. From my limited amount of reading of WW2 snipers on the Eastern Front, 400m would be the range of your [amateur sniper] with moderate skills, with experts at 600+m. Then, considering the fact that normal infantry won't be able to hit back at typical sniper ranges, just how satisfying a game will it be?

On Table SNIPER as Figure What is it exactly that you want an On-Table Sniper to do? In the Hollywood tradition, Snipers are hidden small team or independent sharpshooters that kill with one shot and cause panic among the survivors. There are many ways to reflect this for a figure. This article uses Attributes, though it could be reflected in specialized QRS, etc. Thus, the Sniper has Rep as a Rifleman and a bonus as a Sniper. Another Variation is to give them a Sniper Rep. SNIPER PACKAGE #1(4) 1) Pre-requisite: MARKSMAN Attribute (NUTS! 2nd Ed, page 7). Snipers are usually at the top of their class in using rifles. (CRACK SHOT Attribute may be substituted. NUTS! 2nd Ed, page 7) Also Note: Snipers have to be in place ready to shoot to get the HEAD SHOT, HOLD FIRE and SNIPER SCARE bonus. If he Snap Shots or isn’t settled in, he’s just a MARKSMAN. You can use all or some of these rules depending on your taste.

Page 4: All Things Sniper

2) STEALTHY Attribute (NUTS! 2nd Ed, page 7). Snipers hide. They are trained in how to move without attracting attention and camouflaging themselves and their space so they can’t be seen. This not only applies to their ‘nest’, but upon moving out from it to another spot. The Sniper has to be actively Stealthing, though: If the is doing regular rifleman job, he probably isn’t being stealthy. (5) (6) 3) TOUGH Attribute (NUTS! 2nd Ed, page 7). This shows the grit of a Sniper by not running away, but being able to Duck Back then DISPLACE. 4) HOLD FIRE Attribute (Non-Sanctioned Rule) Sniper can ignore In Sight results that force him to shoot at a target. This allows a Sniper to choose his targets and suppress his shoot the first thing that shows up reaction. 5) AIMED SHOT – HEAD SHOT Attribute (Non-Sanctioned Rule) The Sniper takes TWO Turns to aim at designated target (secretly if you’d like). Target needs to be in uninterrupted LOS the whole time or it becomes a regular non-sniper shot. If the shot is successful, see below:

1d6 HEAD SHOT RANGED COMBAT DAMAGE (Non-Sanctioned Rule)

Roll Result 1 – 4 Target Obviously Dead

5 Target Out of Fight 6 Target Knocked Down

This represents the Kill with One Shot these experts are supposed to exert. 5) SOLO MIO Attribute (Non-Sanctioned Rule) : Figure is Rep 6 for Activation purposes when Solo (or team) Sniping. He uses normal activation rules if he is just being a rifleman. When actively being a Sniper (or Sniper Team), these figures can behave independent of their leaders. 6) SNIPER SCARE Attribute (Non-Sanctioned Rule) All within 8" Radius of Target will be Outgunned unless fully in Cover or Hidden. This is for the sniper's first shot only. This allows for the panic that a sniper will cause in troops. How do they know this is a Sniper and not just a random attack? Because! (7) (8) Three Other Benefits: SHOOT RE-ENFORCEMENTS (Non-Sanctioned Rule) In order to open up the table, your Sniper can shoot into ‘the next gaming table’ (even if there isn’t a board there.) One way NUTS! 2nd Edition utilizes ‘the next gaming table’ is to have Re-Enforcements come up from ‘off table’. Snipers are able to attack these Re-Enforcements as they make the transition onto the gaming table. Once the Re-Enforcements are ready to be put on, those figures that are not buttoned down in armor are eligible to be shot. Those in hatches or vehicle cab or open top vehicles probably get “cover”. The Sniper has to be in range of the edge they will be coming in on and also have LOS of that edge. Only rarely will a sniper not

Page 5: All Things Sniper

be able to shoot into ‘the next gaming table’: If it’s forest, a bunker system, a ridgetop or any other thing which would prevent a good view. A sniper in a belltower will have a better chance of LOS. Once a target has been chosen, do the usual rolls. The result happens just as they enter the table; so a figure could enter the table OD, OOF, etc. Combine this with SNIPER SCARE Attribute and those Re-Enforcements probably come on the table Outgunned. HIDDEN AT START (NUTS! 1st Edition, page 17) First Edition had a rule where you could be hidden at the start of the game. Here is that rule.

In Sight or Hidden A figure is “In Sight” if he can be seen. This means either in the open, or in cover that still allows him to be seen. An example would be in a window of a building. A figure is “Hidden” if he is in cover and has yet to be seen by the enemy. An example would be someone in a window of a building. Note that this is the same as being “in sight” but the difference is that the enemy has not yet spotted the figure. Here’s an example of how this works. Ivan starts the turn “hidden” in a building window. The enemy has not seen him. Betts comes into the street and is now “in sight”. Ivan takes an “In Sight” check as he can see Betts. Betts cannot see Ivan so he does not take the “In Sight” test. Ivan passes 1d6 and opens fire. Pop, pop, he misses and Betts scores a Duck Back on his reaction. Next turn Betts pops up. If Ivan is still in the same place, then Ivan will roll an “In Sight” check, and is still “hidden”. To become spotted, and no longer “hidden”, the hidden figure must have fired and missed, and the target, and any other figures friendly to the target also with LOS to the shooter must not Duck Back in reaction.

DISPLACEMENT (Non-Sanctioned Rule) Moving the Sniper from one place to another. (9) Using Hidden Rules, the Sniper player writes down where the sniper is. If during the game, the player wishes to “Displace”, he does the following:

Movement must be all in a Covered or concealed route (ie, no cutting across the street), and must end turn in Cover and/or concealment. Basically can NEVER leave cover/concealment. Whenever he is Out Of Cover/Concealment, place the figure on the table until he is out of view again. However, before you move at all, Roll on SNIPER DISPLACEMENT TABLE below.

Page 6: All Things Sniper

2d SNIPER DISPLACEMENT Pass 2 becomes Pass 1 for any Fast Moves.

Pass 2 • Displace successful. May fire next turn from hidden

per sniper rules of NUTS! 1st Edition. Pass 1

• If Enemy is in sight, may roll In Sight test (or some other test if more appropriate as this is just off the cuff)

Pass 0 • Opponent is shown the Sniper’s intended

movement route, and Opponent chooses where to place figure along that movement route, though figure must be in cover/concealment and exact placement is adjusted by Sniper Player (so enemy chooses bad spot, but sniper may maximize his crappy position) and Enemy Player then rolls “In Sight” test for any figures in LOS.

THW Message #57017 = Jason SNIPER PACKAGE #2(10) Sniper Teams by Mike Reese located in Yahoo Group under Files, More NUTS Folder (If not there now, will be there soon.)

On Table SNIPER without Figure PEFs One way to handle hidden enemy snipers in solo/same side play is to use PEFs. At the start of the game, place 3 to 5 PEF Tokens on the table: the quantity = the Rep of the Sniper. (If you think this would clue in the enemy as to his Rep, use a different system.) Tokens must placed in Cover areas (buildings, woods,...). They must have LOS to one our your troops at the start of the game. The tokens can be placed beyond rifle range; however those beyond range will not fire. Until the sniper fires, your troops cannot fire at any of these markers. The Sniper will fire on Double 4s or 5s during activation. Or when an Event card or die triggers it. Or any other condition that you suggest. When the Sniper gets to shoot, as long as one of the Tokens is in LOS and range

Page 7: All Things Sniper

of your troops, it may fire. The Sniper will then select the (usually the greatest threat or highest in command), applying the modifiers just if he was a rifleman. You take normal reactions from being shot at. Any survivors who would normally react will. Since there are several Tokens to choose from (remember, before this shot, you didn’t know he was there), each individual trooper selects an in range & LOS Token to shoot at. If you get a OOF or a dead result remove the Token. The Sniper is gone from the game (unless you decided there were more than one sniper.) You can also remove one Token if you're at 8" of the Token and pass 2d6 on your “In Sight” test. The sniper never reacts to enemy fire in order to hide his real location. The last marker will be the sniper (he will react to enemy fire knowing you have found him). THW Message #57318 =?

Off Table SNIPER without Figure Sometimes you don’t want a sniper on the table because you will have to track him, LOS problems, etc., so you have them off-table. This is good for solo games also. When the sniper is triggered, determine what position on the table edge they are firing from. Just treat him as a figure at that edge position. If he takes a Received Fire test, he moves on. You're likely to take a few casualties trying to chase him off. THW Message #57088 = Bob Another way is to have the Off-Table Sniper shoot. Figure out the results, including Duck-Backs, etc. Then apply a -1 for Target’s In Sight Check. Then every shot the Sniper fires from the same position, the In Sight test against him gets one pip easier. THW Message #57108 = Sturm

SNIPER as an Event Some games offer Random Events (by cards or dice). Sniping could be one of the slots.

Page 8: All Things Sniper

Doug, THW Message #50370, suggests a Pre-game Random Event that includes: Sniper!: Commander lost, your replacement commander is –1 Rep (1) THW Message #57071 = Jason

Luckily in our games we don't have to try to imitate a profession we are not skilled at. Not to mention ample accounts of snipers who sat around holding up entire companies of troops. Not to pick at you, but "real" snipers and "super Elites" is awfully specific. I've known several different kinds of snipers (not to be snooty here). One guy was an infantryman who was sniper trained at their school, but he was the battalion marksman for specific duties. One was a guy who spent four years as a USMC scout-sniper, he was definitely the super elite, he was the 1stMarDiv high scoring marksman for two years running (one year scoring in a high wind condition!). Another guy was a former regular Army sniper who joined the Guard to help pay for college, and then went to Afghanistan. He was merely a member of the scout platoon who was a fabulously good shot and was also a battalion sniper/marksman. Sure the most common use of a sniper as we Americans see it is along the lines of Carlos Hathcock, who snuck in, killed a guy, and snuck out. But Hathcock killed 93 confirmed under those conditions. In Iraq, USMC and Army snipers have killed hundreds in the midst of city-fighting engagements using the same techniques. They had to continually displace to keep up with advancing friendlies as necessary, and sometimes they had to sit still for days, picking off folks. Stories abound of single snipers during WWII terrorizing troops (one in Finland I can't remember his name) without even a scope. This guy basically played cat and mouse and was known to kill entire squads and escape. He did stick around and fight to kill multiple targets. So I say that snipers are not a trooper to be keyholed into one specific type of job, but instead an asset to be used as the commander sees fit, with so many options it's not even funny. In a tabletop game, a sniper figure is going to be targeted with far more fire than normally he might draw in reality, because the player can metagame and realize how deadly he is. In the end, the question really revolves around stealthy movement, and figuring out which way to handle it (ie, the player can see me but can't offend at me, PEF, writing it down so player doesn't know, other options). The same rules could be used for a commando who is trying to get into a facility to blow it up and then escape. Or whatever.

(2) THW Message #57048 = Sturm On movement, we do not have redeployment for snipers because they typically would do their job and get gone. Snipers didn't dance around like in the movies, they were there to disrupt, demoralize, and kill officers.

(3) THW Message #? = Ron Pehr

There's nothing more solitary than a sniper, according to Hollywood notions (in real life, snipers operate in teams, with an observer and sometimes a loader nearby, but that's bogging us down in details).

Page 9: All Things Sniper

(4) THW Message #57088 = Bob I just read through the "Red Poppy, White Feather" rules -- a (somewhat hard to find) free set of skirmish rules by Phil Yates. He handles snipers in an interesting way. A sharpshooter is a figure skilled with a particular weapon. The designation 'sniper' is applied to a sharpshooter in a specific situation -- use of their specialist weapon and not moving confers a shooting bonus. Otherwise, they're normal figures. This emphasizes the nature of a sniper's shot rather than giving them magical abilities for all situations. Translating this to Nuts, a figure with the Marksman attribute as described on page 7 (and only such figures) can get an additional +1 for firing if they do not move on that activation. I would expect this to result in a figure that lies in wait for opponents to move into view, triggering an In-Sight test giving them that initial shot at the +2 bonus. Simply not identifying this figure's attributes keeps your opponent guessing. So why would an opponent move into view, allowing the sniper to fire at a +2, once they know the guy's a sniper? The smart ones won't, and that's the desired "sniper terror" effect! Just knowing there's a skilled sniper on the table induces the smart guys to lay low. The stupid ones get to take a bunch of Received Fire and Man Down tests. All Nuts rule work without modification, and the desired effect is reflected by sensible play rather than scripted "on rails" rules layered on. If this figure also gets the Stealthy attribute, he should be able to get a first shot in (with the normal +1 Sharpshooter attribute bonus) when moving into position to take a shot. With Stealthy, he can play more aggressively if desired, but being less stealthy (moving), be subject to being spotted and fired upon, albeit with that attribute bonus of being harder to hit for In-Sight reaction shots. This needs some testing (maybe next week for me), but it seems to fit the "sniper on a small table" situation for anybody wanting to play the sniper without having to introduce a slew of "superpower" rules. Taking on a sniper will be a grim affair, with figures having to knowingly expose themselves to lethal fire, and corresponding reaction tests.

(5) VARIATION THW Message #57097 = Mahon

I also think there should be something which makes them difficult to spot (camouflage rules?) as they tend to rely on being concealed pretty often. So maybe a general rule that if someone is hidden and until they reveal themselves, the enemy can't see them over some distance (12"? 24"? depending on cover or rep?) and even within the distance need to pass In Sight test to fire (which means they can rush their shots) even when active...

(6) THW Message #57014 = Bob

Basically a stealth skill. Easiest way would be just to use the same function for finding him during movement that you use when he shoots (ie, whether he shoots or moves spotting him is the same approximate difficulty). For a multi-player game, you probably get into some hidden movement issues. If the player knows something his figures don't (I can see your "hidden" sniper on the table) then you get all sorts of contrived situations. I think about the best you can do is have a "trapped" sniper, or one engaging close-in, on-table and handled just like any other figure with a high REP.

(7) THW Message #57115 = Bob

I was thinking along these lines originally, but since Nuts v2 added some morale-related Reaction rolls, I'm really not so sure it's needed. The combined effect of: * Loss of targeted leaders causing Leader Lost tests * Inevitable OOD/OOF hits on squadmates and the subsequent Man Down tests

Page 10: All Things Sniper

* Received Fire tests against those lucky enough to not be killed outright will probably result in a lack of cohesion amongst all but hardened troops. And being smart, those hardened troops will keep their butts low and proceed with extreme caution, slowing the pace of their advance to a crawl. I think THW, once again, produces realistic results without having to impose artificial rules. An accurate sniper DOES cause uncertainty and fear, particularly amongst inexperienced troops. Staying in cover and moving carefully is the key to survival. No superpower-type stealth rules that can be easily misused are required.

(8) VARIATION THW Message #57108 = Sturm

After hearing some thoughts from the other guys on the subject I am thinking about devising some kind of 'terror' house rule that would make (especially lower quality) troops make some sort of control test. Maybe something like most guys want to stay hunkered down and then the occasional guy who goes berserk from pressure.

(9) THW Message #57005 = Jason

A sniper takes a single shot, maybe two, then shifts while his prey is pinned down and trying to figure out how to deal with the casualties, how to maneuver against the threat, etc. If this time is enough, a sniper may be able to displace and resume firing. Just one or two more shots and the enemy now is trying to figure out if there are multiple snipers or if the threat is just changing, making the reaction more complicated.

(10) URL Soon = Reese

Snipers are traditionally done in teams. See Reese’s article.

- END -