I’ve been working on a list of amendments or clarifications for the excellent OPS system written by my friend Darby. The rules themselves are sound however I found a few areas where I had difficulty finding the relevant piece of information, or I felt that I wanted either a simpler or more complicated solution depending on the situation.
- SP use and Fatigue gain should be tracked at Squad level. If you want to use squads for missions alone that is.
- SP Generation is changed from 1d6 per 2 platoons or units rounded down to be 1d6 per platoon counting the Company HQ & Attached units as a platoon each.
- Roll for EP each time a sector is entered by troops on the ground. This is simply a d3. There is a special event “Cadre” that gives a +1 to EP for a week which should be remembered if it occurs. You could add +1 if there is a cache or base in the sector that the troops would be trying to protect. I’m not decided about that. You should only roll this before rolling the contact roll though. Doing it before you plan your operations gives you too big a hint as to what is going to happen.
- Supply usage is calculated as 1/2 SP per squad in the FSB, 1 SP per squad in the field. Combat expends SP past the first day phase at an extra 1SP. So, if you’re sending troops into the field for a full day, they need to have SP in reserve in case they hit trouble.
- Casualty costs. Rather than roll a d6 for every loss or gain from casualties, a standard “tarriff” is a much quicker and easier resolution method.
- Air Operations. The rules state that you should Roll 1d6 / EP for each sector flown-over. If the EP is unknown, then roll 1d6 / sector. I’ve changed this to just 1 per sector. You should plot a flight path for your aircraft. There’s no direction in OPS as to how you do this. Personally, I think it’s a little gamey to pick the shortest route from the artificial edge of your AO to the target sectors, so I have designated one AO edge to be the ingress point for all air sorties. Aircraft must enter and leave the AO across this edge.
- Air Operations – Hunter/Killer Teams. The rules state Roll for contact in each sector and if a contact is made… I’ve changed this to Roll for contact in each sector (without EP included in the calculation) and if any pass is made then…
- Air Operations – Recon. The rules state 1 in 6 chance of success I’ve changed this to Roll 1d6 per EA and on a 6 roll for a Recon OP Event (max of 1 per sector).
- Wounded determination. When transferring tabletop results back to the campaign, any OOF figure rolls a d6. 1-3 the wound is light and 4-6 the wound is serious.
- Casualty Recovery. The rules suggest that you should use the Recovery table from FNG but when you look at the positive modifiers from some of the FSB improvements I feel that it becomes far too easy to disregard wounded results. Therefore, any Light wounded US soldier returns to the FSB in d6 days, and any Serious wounded US soldier returns in 10+2d6 days. This is probably too generous but more realistic I think.
- At the start I decided to roll only once per day for an intel or Special Event. I’m now beginning to feel I should probably increase the Intel rolls back to where they should be, but leave Special Events as a single roll per day.
Light Wounded +1EI
Serious Wounded +3EI
BNR + additional +4EI
BNR +additional -1EI
If Sector EI is 15+ then
If Sector EI is between 15+ and -15 then
If Sector EI is less than -15 then
Obviously these are all just my own little tweaks. Feel free to disagree with any or all of them or indeed use any of them.