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Invisible Enemy
Setup Guide (BETA version)

Outline
Last beta update: August 8, 2020
This setup page allows players to quickly and randomly decide some of the basic features of a typical game scenario. All of the steps below can be decided by players on their own if they wish, but for those players who don't feel like taking the time to lay it all out, the tables below can speed things up. Those subjects shown in bold are somewhat more necessary for game play than the others. The specific order of the listing is fairly important though. If players are going to use the whole setup sequence, it will be best to do it in order, since some features rely on previously decided steps.

1) Terrain layout
2) Establish each side's strength
3) Purchase MGVs
4) Select and record MGV attack types
5) Purchase combat actions (optional)
6) Select and record MGV payload types
7) Roll for set-up proximity (optional)


Terrain Layout
Players typically set-up terrain by randomly and quickly laying out terrain pieces, however some thought should be given whether a battlefield will be open or whether it will have some degree of clutter and cover. Open battlefields with long lines of sight will usually favor weapons with good long range performance (photon, missiles, thermal) and very cluttered battlefields favor weapons with good close range performance (kinetic, jamming). Ultimately it is up to player preference and available terrain types how they want to lay out the terrain, but it is best to consider terrain when choosing main weapons and payloads latter in the set-up.

Establish each side's strength
Players may either use their own knowledge of the game to choose forces for both sides, or use purchase points outlined below to buy a combat force. The MGV stat page includes purchase point values for each MGV, and players may either make up their own point levels for each side or use the tables below to randomly assign purchase point blocks. There are two tables; the first is for establishing sides with a more balanced difference between them. The second table allows more extreme differences between force strengths to occur. Note that the point blocks shown are centered on a base purchase of 100 points. Players may increase the size of the battle by multiplying the point block for each side.

Moderate Differences Table Roll Two Dice:
Combatant Type 2 3 - 5 6 - 8 9 - 11 12
Meeting Engagement (each side roll once) 90 95 100 105 110
Attacker (one side roll once) 115 120 120 125 130
Defender (one side roll once) 75 80 80 85 90

Major Differences Table Roll Two Dice:
Combatant Type 2 3 - 5 6 - 8 9 - 11 12
Meeting Engagement (each side roll once) 50 75 100 125 150
Attacker (one side roll once) 100 110 120 135 150
Defender (one side roll once) 60 70 80 90 100


Purchase MGVs
Each side refer to the purchase point values on the MGV stats page to select a force of MGVs whose total value does not exceed the purchase point block rolled for above.

Record main weapon types
Each side prints out MGV logs for the MGV types they have chosen for their force (or use logs already printed out, filling in sections as needed). Then choose and record one main weapon type for each MGV (kinetic, missile, photon or thermal). An MGV may only have one main weapon type. Different main weapon types may be chosen for individual MGVs, a side does not have to use the same main weapon for their entire force . Example; a player with three Makos may choose a photon main weapon for two of them and a kinetic weapon for the remaining one - it is the player's choice.

Purchases and actions (optional)
Players may conduct the following optional actions during set-up which affects game play. Some cost extra purchase points, others are free and typically affect both sides. Optional setup rules should only be used if all players are in favor of using them.

Optional – Purchase intelligence actions
Players can spend some of their MGV purchase points to collect post MGV/main weapon selection intelligence information about the enemy formation (this is done before payload selection). After purchasing MGVs and actions, consult the following table and roll two six-sided dice (2D6): the Spending Ratio column is the percentage of friendly intelligence points compared against the enemy point total (minus enemy intelligence spending). If both sides spend on intelligence, record respective spending on a hidden form and reveal spending levels simultaneously. Players may only conduct multiple intelligence action rounds if both sides unanimously agree to it.

Example: Game allotment for each side is 200 points. Player A puts 20 points into intelligence, which equals 10% and therefore a die roll on the 9% line. If the enemy also put 30 points into intelligence, the spending ratio becomes 12% (the enemy now has fewer point in MGVs) and a die roll on the 12% line.
Intelligence Gathering
Spending Ratio 25% Success 50% Success 75% success 100% Success
3% 7-9 10,11 12 -
6% 6,7 8-10 11,12 -
9% 4-6 7-9 10,11 12
12% 3-5 6-8 9,10 11,12
15%+ 3 4,5 6-9 10,12
Success at intelligence allows a player to know some or all of the enemy's main weapon selections before choosing their own MGV payloads. Spent intelligence points are not refundable and players may not change their main weapon choice after this set-up step is begun. For partial intelligence successes (25%, 50% and 75%) players whose weapon load-outs will be seen place their MGV logs face down, the intelligence gathering player then starts by drawing and examining full sheets. If viewing a final sheet only allows looking at one of two MGVs logged, the owning player can cover that half and reveal the other half to the spying player.


Optional – Network Status
Each side rolls one six sided die. The side with the highest modified result is considered to have the least jammed network conditions throughout the game and receives a plus or minus one on every initiative roll (up to player's discretion whether they apply the modifer as a plus or a minus each time they roll). This network status competition must be done after players select payloads.

Competition Die Roll Modifiers:
Japan = +3
California = +1
Australia = 0
Selangor = -1
Neutrals = -2


Record payload types
Each side chooses and records payload type(s) for each MGV, see the combat chart and rule sections about payloads for lists of the available types. Many MGV may only have one payload type, some are allowed to split their available payload points into more than one type. Players splitting payload selection must record how many payload points are assigned to each type they choose. Different payload types may be chosen for individual MGVs, a side does not have to choose one payload type for their entire force . For example; a player with three Chameleons may choose a jammer module payload for one, a repair module payload for another and a camouflage module for the third one - it is the player's choice.

Proximity
The battlefield should have an imaginary line drawn down its center, running between the two enemy sides. This frontline is used to decide how close the two sides may set-up in relation to each other. Each player then rolls one six-sided die and consults the table below. The cross indexed field indicates how far from the frontline that each side's MGVs must be setup, expressed as a total depth in inches for that side of the field.

Example: If the battlefield is 60" deep, each "side" is 30" deep. A player with a 50% setup depth may not start any MGVs closer than 15" to the imaginary battlefield frontline. A player with 25% setup depth may not start game play with any of their MGVs close than 22.5" to the frontline, a player with a 75% setup depth may not start game play with any of their MGVs closer than 7.5" to the frontline.

Set-up Depth Table Die Roll
Battlefield Frontage 1 2,3 4,5 6
Narrow 25% 25% 50% 50%
Normal 25% 50% 50% 75%
Wide 50% 50% 75% 75%


 
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