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How do the Metal Storm mechanics work?
They are very different in the rule mechanics of command and control, movement, firing and mission resolve have been designed from the outset to blend into one another.
Command and control, MS is not ‘you move I move’ a card is drawn from a deck to decide who moves a unit, so it is impossible to guess the order of movement, but units or stands within a unit can be given over-watch orders to fire out of sequence.
Movement is not always the same, a small basic distance is augmented by a die roll distance, which is amended by the troop type and class, terrain and if they are fighting in a known environment. Some guerrilla type troops can jump from one terrain feature to another outside of the normal movement method in what is called ‘rat-runs’.
Troops may move and then fire or fire then move, which makes possible accurate retirements giving fire or supported attacks. Combat firing is done using multi sided dice in combinations of two firing one target dice so there are little or no amendments to die rolls, what you score is what you use. Beat the defenders dice with both firing dice and the defender is eliminated, beat it with just one dice and the target goes-to-ground, which makes it harder to hit but stops it firing back.

Terrain is modular using terrain zones making movement and cover simple but very accurate. Troops can dig in, engineers can ply their trade. There are rules for suicide bombers, booby traps, minefields, medical support. Additionally and uniquely are detailed rules for civilians and their involvement also the media, with film crews. Air attacks by fixed wing and helicopter in addition to off table assets like artillery. The rules can be used for special ops missions and full scale assaults, hostage rescue and full heliborne landings. The complete modern rule system for 15mm.
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