Yes, as previously announced, the next version of Skirmish Sangin is coming. Titled simply Sangin, with an updated subtitle, this product is designed as an evolution of the first game – keeping some of the core concepts while making it play a little more smoothly. To begin the playtesting process, Dishdash Games have put up an alpha version of the rules, letting everyone start playing and take a look. You can find it on Facebook at https://www.facebook.com/groups/716296198947496/permalink/762611367649312
To play my part in this testing, I’m going to be putting up a few posts as I work through it, especially once my foray into the North African desert is over and my Regular Opponent is dragged into the uplands of Bazistan for some counter-insurgency patrols.
But before we begin the actual playing, lets talk through some of the major changes. All of these are using screenshots from Playtest Version 1.5.4. As a heads up, I’ll be using Skirmish Sangin and V1 for the original game, and Sangin and V2 for the playtest rules.
New Character Card
This is going to be a brand new post to itself but the classic character sheet is gone. Instead, we have a much leaner, much more active character sheet. Damage is designed to be marked off as it’s taken, there are far fewer percentages to keep track of and the bar at the bottom and top of the sheet are described as best to be used with a pin or paperclip.
Even better, the character card is designed to fit 8 to a standard sized piece of paper so you only need to print out a page for a regular British Army section.
And yes, there are already changes afoot if you look close enough. We’ll get to them in a second.
Updated Force Creation Process
Again this will be a full post by itself (once I’ve read through it more), but force creation has been tweaked to allow for a little bit more structure. There is a cool new mechanic about generating squad points to lets you spend on adding additional bits of kit.
Skills and Classes/Templates
In the original Skirmish Sangin, you picked your character’s rating (now expanded to include civilians), rolled up their body rating, rolled up their skills and then picked from a number of packages to fine-tune your soldiers. You had to break out the calculator to create ALL the skills on the character sheet and even then it was hard to theme soldiers quite as well.
In Sangin, there are now templates. These function to both give you starting values for a soldier and also define costs and skillsets. Certain templates will have additional skills (such as the NCO and the new Command skill) or including skews towards their specialisations, speeding up the creation process.
Additionally, the list of skills covers more than just shooting guns – two I especially find interesting are Interpreter and Combat Medicine. These are not covered in this specific version of the rules but I look forward to their arrival in the next update.
Yep, the singular body value is gone, died before it had a chance to activate. Instead, the new Initiative value has come to the table, generated during character creation and affected by body armour. Functionally, it does a very similar task but is separated out from the basic skills. No need to worry about the person activating last being a complete chump.
The big new addition is Tempo. Tempo is basically a new resource to represent your characters gaining momentum as they do well, allowing them to push themselves slightly further than most other soldiers. Either by starting the mission with it or by gaining it by rolling well, tempo points can then be spent on doing actions such as Reacting to Contact, Interrupting an opponent’s actions or even gaining an additional AP. It also lets your soldiers interact with each other, helping to clear friendly soldiers of suppression through Leadership or assist them by Mentoring them.
Tempo, I think, is huge. Tempo is going to let your characters become even more unique and even more powerful. You’re going to have a lot more of those dramatic moments, the stories you tell after the game is over – the NCO who rallied his squad-mate to fire the critical shot, the team who, surrounded by MGs, managed to react to contact so well that not a single one of them took a hit. I’m looking forward to taking another look at this mechanic, especially once I get it on the tabletop.
Tied to Tempo is Command. With your NCOs and Leaders, characters with the Command skill can use it to generate Tempo, increasing the effectiveness of the force. This tempo can then be passed out to fellow soldiers nearby, helping to keep up the momentum of your operation.
Combining these two additions together, there is now a greater need for command characters to, rather than simply being a fighter with better morale, do what they should be doing in a combat action – commanding their soldiers!
New Action List
The core of the game is still the 3AP per activation and the list of actions. All our old favourites are here (including a nice speed boost for anyone not wearing body armour) but there have been some tweaks.
- You no longer pick between Crouching and going prone, instead just Going Firm instead.
- All of the actions are now properly detailed, including specifics for tweaks (such as entering/exiting buildings)
- Focus is the new name for the loose rule of “spend extra AP for a 10% boost”. And now it provides +20%!
- Attack and Clear Jam/Reload are now variable cost – some weapons are going to need a bit more time to use effectively and then get back online
- Suppression… I’ll cover this more later.
Shooting is mostly the same routine as last time but with a few little tweaks. Spotting is still required but actually taking the shot depends on the weapon used – heavier infantry weapos
Once you start shooting, the new combat modifiers table is much shorter than in V1, with much less maths needed. Cover and elevation has been simplified.
Then when you actually land the shot, the person on the other end now actually gets a chance to react (if they have the tempo) or simply hit the deck, take as much damage as is rolled based on a weapon’s firepower dice and roll for suppression.
Additionally, automatic and explosive weapons have had their rules clarified. Now, both have Templates, using the idea of Kill zone and Damage zone to let you spread out your attacks.
So Suppression/Morale is a key part of wargaming and had a very particular feel in Skirmish Sangin, throwing down markers that stopped you playing properly until you solved them. This worked, but it was definitely an all or nothing approach – you’d have markers or you were fine.
V2 nows moves suppression to a floating value, using the chart on the character card. It still has an effect (-10% to each skill for every level of suppression) but now you can still keep fighting through it. At the same time, suppression is also much more varied – rather than a marker for each shot on you, you instead roll the number of dice from a weapon’s firepower rating and then see how many actually beat your experience modifier. This means that elites have a 50/50 chance of beating a firepower dice, showing their nature. This change also reduce the number of additional dice rolls – instead, as you gain suppression, you hit ratings that force behaviour, going firm and getting pinned.
Luckily, you have ways of recovering from suppression. From spending tempo to motivate another soldier to using an action point to get yourself together there are plenty of positive actions to take to get a trooper back online. However, you also slowly recover a little at the end of an activation. This is where sticking to cover and close to friendlies comes in handy.
Buildings and CQB
There seems to be a lot more details about fighting in and around buildings than I remember in V1. As well as detailing about moving in them and between the sections, there are now lots more details about causing havoc getting in there. Enter and Exit actions can now include adjustments for breaking through locked doors (with or without the correct tools).
There are also rules for stacking up on a CQB situation. Currently this is the only bit of rule that activates multiple soldiers at once and once again uses Tempo, keeping that theme of it giving your force more momentum.
The rest of the CQB rules seem pretty familiar (although the modifiers now give you a reason to use a SMG over an assault rifle) but there is a lot more details to them (helped by various example and edge cases being covered). I need to take another read but I think CQB actions will end up being much more interesting.
Target Reference Points
A neat addition, TRPs add to the mission planning of scenarios. You can mark out key locations where the enemy might be and then prepare your forces for possible contacts in that area by letting shooters ignore the spotting rules for targets in that area. The fact you place it during deployment and tell both sides means that it might actually let you put pressure on your opponent before the game even starts – pushing figures out of key overwatch positions based on careful placement and making key chokepoints even more dangerous.
I will need to take a look at this in several games to see how it works but I like it on first reading.
Yep, its still here. Changed to the new rules and if you roll on it you end activation right away as well as the effect. Some of these are pretty nasty – losing all your tempo mid-mission is probably going
The D100 is still here!
Yep, the king of dice is still alive and part of the game. I think it plays a key part in the feel of the system and I’m glad it’s still here.
There are a lot of other smaller changes throughout but these are the big ones I noticed. The main thing is that everything feels a little smoother, a few less random dice rolls in strange places or unneeded maths. It’s definitely got the same tactical feel, but now with a better coat of paint.
I am very excited to get this on the table, and will probably try a few solo games before I put my opponent up against it. I’ll also be continuing this series, covering my findings as I play and detailing other additions as they are added.