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INVISIBLE ENEMY
MICROMACHINES AT WAR
 

Advanced Game Setup

    Setup Sequence
  1. Decide upon the battlefield type, its layout and which side is attacker.
  2. Decide upon or roll for condition of attacking and defending infrastructures (level of damage, jamming ability, etc.)
  3. Each side rolls for vector superiority.
  4. Roll for network dice and Network status for each side. (Most common status for start of game is 100%).
  5. Roll for Type 2 Barrages.
  6. Unit Placement. Players alternate setting formations on the board, with the loser of the vector supremacy roll setting two units for each unit placed by the winner.
  7. Each player records their support fire target mix: counterfire, suppression, command or kill.
  8. Roll for damage assignment order: which side placed damage markers first each turn (each player assigns half of damage hits inflicted).



Battlefield Types – Amongst the various battlefields that MEKs might be found in combat, there are a few common factors to remember: (1) Most MGV delivery pods are destroyed before they deploy their payloads. (2) Most MEK units actually deployed onto a target are immediately destroyed by the target's defense systems or by those of nearby supporting units. (3) The combat that takes place in Invisible Enemy is the result of deployments that actually survive to become a threat. As such, the very presence of the intact and obviously aggressive MEKs represents a sudden and probably serious threat to defender.

There are several reasons that attacking MEKs might survive their deployments: In the case of deployment on a larger vehicle or vessel, the most common reason is that the target is already damaged and the MEK deployment pods have been thrown in to distract it, finish it off or collect intelligence on the hopefully defenseless hulk. In the case of deployment on a building, the most common reason for successful deployment is surprise attack, a covert penetration attempt or the attempted infiltration of a damaged building. Most MEK combat takes place as part of a larger tactical battle which may or may not affect the immediate vicinity of the miniature battle at hand. As with all combat, it is part of a much larger picture but still important.

Battlefield Suggestions and Conditions:
Battlefield Location
Vehicle or vessel - Exterior or Interior
Building - Exterior or Interior
Person - Usually on their equipment
Open Ground - Uncommon due to treacherously uneven nature of most macro-terrain.
Battlefield Aspects
Flat or Uneven
Smooth or Coarse
Unbroken or Pitted/Cracked
Clear, Littered or Cluttered
Clean or Dirty (fungus, mold, slim, mildew, dust, grit)
Wet or Dry (fine oil or water mist, condensation)
Random structure or Planned structures (anti-MEK obstacles, etc.)
Damaged or Undamaged (Infrastructure status)
Coatings or Plating (explosive films (minefields), encrypted surfaces, etc)
Proximity of deployed support equipment that can offer supporting (off-board) fire, jamming, etc.
Attack Mission Aspects
Achieve entry to target interior (deployment must be comparatively near an identified entry point: a crack, broken hardware, etc.)
Neutralize enemy defenses (usually MGVs)
Move into a specific position and deploy compounds or delivery systems.
Mapping, Intelligence
Distraction (make trouble, don't worry about surviving)
Attacker / Defender Status
Level of overall damage
Level of local network jamming
Time before destruction or self-destruct (if any)

Note that for many battles, it may be implicit that the attacking MGVs have already penetrated to the interior of their target and are being engaged deep inside. In some instances, the attacker's mission may be to commence chemical or biological warfare in the target interior, in which case the battle may be to gain a certain position on the "battlefield" in order to release the required compounds (usually done by engineering units with Strike assignments). Remember that MGVs can travel quickly over relatively long distances (hundreds of meters) in order to fulfill their missions. Once they get through, they could be anywhere!




Infrastructure (Optional) – Each side rolls 1D6, with the attacker applying the die roll modifiers shown on the Table 1 below. The winner of the die roll gains one Network Die in addition to those allotted according to Table 3. If the modified results are a tie, no bonus is gained by either side.

This does require that players have already set infrastructure status levels for both sides as part of the scenario design. If players cannot agree on this detail, consider using Table 2 for establishing the status levels by rolling 2D6 for each side and consulting the table results. Note that Infrastructure Status is different from Network Status, which is a battlefield network condition. Battlefield infrastructure is the overall condition of the physical battle area and local support forces and how much damage they have suffered.

Table 1. - Infrastructure Die Roll Modifiers
Defender
Infrastructure Status
Attacker Infrastructure Status
25% 50% 75% 100%
25% 0 +1 +2 +3
50% -1 0 +1 +2
75% -2 -1 0 +1
100% -3 -2 -1 0


Table 2. - Infrastructure Status Levels (2D6)
Die Roll Attacker Infrastructure Status Defender Infrastructure Status
2 25% 25%
3,4 50% 50%
5,6 75% 50%
7,8 75% 75%
9,10 100% 75%
11,12 100% 100%




Vector Superiority (Optional) – Each side rolls two six sided die (2D6). If one party rolls a modified result which is double the value rolled by the other, that side receives a barrage acquisition bonus during game play (see section 2.0 - Network Command).
Vector Superiority Die Roll Modifiers
Infrastructure status 75% = -1
Infrastructure status 50% = -2
Infrastructure status 25% = -3




Network Dice – Consult the table below to establish the number of network dice to be used by each side. Divide the highest tech rating by the lowest tech rating and match the result with the corresponding ratio column. The numbers shown below each ratio range indicate the number of Network Dice that the highest and lowest players begin the game with.

Table 3. - Tech Level Ratio (Highest Value ÷ Lowest Value)
1.0+ 1.25+ 1.50+ 1.75+ 2.0+
11:11 11:10 11:9 11:8 11:7




Fire Support Markers (Barrages)- Use the table below to establish the total number of Type 2 barrage markers that each side begins the game with. Type 2 barrages can be saved and used on any turn during the game. This is unlike Type 1 barrages purchased as a result of network actions, which must be used on the turn they are purchased.

At this point during game setup, both sides must jointly decide which conditions will apply to the scenario: Combat Assault: Fully Opposed, Combat Assault: Partially Opposed or Noncombat Zone Strike. Each presumes a decreasing level of defender preparation. Once the scenario type is decided, each side then rolls one six sided die (1D6) and consults Table 5 below. The decimal values indicate the number of these support fire points that side receives per base present on the battlefield (totalled for both sides).

Example: A game which sets 20 Australian MGV bases against 35 Selangor bases, will have a battlefield total of 55 bases present. A barrage result of .05 on the chart will allow the player who roles that value to multiply .05 by 55 (.05 x 55) giving that player 3 barrages (2.75 rounded up to 3.0, standard rounding rules apply to final values).
Table 5. - Support Fire
Die Roll Combat Assault: Fully Opposed Combat Assault: Partially Opposed Noncombat Zone Strike
Attacker Defender Attacker Defender Attacker Defender
1 .05 .04 .04 .03 .02 .01
2 .06 .04 .05 .04 .03 .02
3 .06 .05 .05 .05 .03 .03
4 .07 .06 .06 .05 .04 .03
5 .07 .06 .07 .06 .05 .04
6 .08 .07 .07 .06 .06 .04




Fungus Tower Defense (Optional) – If the game scenario has fungus towers present on the board, use the following table to establish the defense value of each tower. Mark the defense values in the "Hull" section on the hit point log. All fungus towers have defense code of 4. To depict a dead fungus tower, simply mark off one-third of its hit points.
Table 3. - Tech Level Ratio (Highest Value ÷ Lowest Value)
Die Roll 1 - 4 5,6
Tower Defense Rating 6 9
 
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