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With the increase in SDR automated units, and armies reliance on modern technology for targeting systems and the like as a whole, combat is getting more and more lethal, and for the troops on the ground, there doesn't seem too much of a way to break this deadlock.
As a result, new ways are being developed to try and get the balance back into force for one side, and one way of doing this is to get more electronic warfare vehicles back onto the front line. Electronic warfare, at its simplest, is the use of jammers and counter-jammers filling the air so that one sides reliance on their modern technology is shattered. Then the EW side can then mop up the enemy as their targeting systems will still be working fine. At least this is the theory, in practise the other side is going to be doing the same thing and not wishing to let you overrun their targeting systems when they can overrun yours!
Terms: The following terms are used in this article.
EW:
ECM:
Jamming: For the purposes of this article, a ground unit includes any surface naval vessel.
EW actions: There are several abilities which an EW vehicle may use, which include the following:
Spotting:
Targeting:
ECM:
Jamming: Every ability will have a rating. For spotting, this will be amount of units that can be spotted in the turn, Targeting has a modifier of what bonus a firer will have on a targeted unit, and with ECM and Jamming this is the rating of the system. In all cases, the higher the number, the better the system. Not all vehicles will have all the abilities, and most will have them at differing ratings, for example a Neuspotter has Spotting (2) and Targeting (+3).
EW in use: EW adds a new phase to the game turn - the Electronic Warfare phase. This is placed after the Mutual Air Commitment phase, and before the Dogfight Resolution phase. During this phase, both sides secretly declare what EW units will employ ECM and which will employ Jamming (if they have any units that are capable of doing this). Aircraft with EW pods must declare if they are going to be using them for ground attack or dog fighting missions. Note that more than one vehicle on each side may declare ECM or Jamming, but only the highest rating vehicle will take effect here. No vehicle has to declare ECM if they chose not to employ it. Spotting and Targeting do not have to be declared now. Once done, both sides declare their ECM and Jamming ratings, and then they compare each others scores. The highest side has the lower rating subtracted and the modified result is the Active ECM and Jamming ratings. The side with the higher ECM is called the Active ECM side (or Jamming side because they may be different). For example, an SDR force declares an ECM of 2, and a Jamming of 0. The Mercs declare an ECM of 3 and a Jamming of 3. The end result is the Mercs are the active ECM side with an active ECM of 1, they are also the active Jamming side with an active Jamming of 3. It is possible for there to be no active ECM or jamming side, and for there to be an active ECM or jamming rating of 0. This just means that both sides EW facilities are powerful enough to be able to burn through the oppositions EW, but aren't powerful enough to actually take advantage of this. Unless an EW unit has more than one attack, if it uses an EW action, then it may not conduct an attack. If a unit does have more than one attack, then each EW action it uses counts as one of it's attacks. This applies to overrun combat too, and a unit that defends or attacks in overrun will lose any ECM or Jamming that it currently has active. A unit that gets engaged in overrun combat may elect not to return fire, in which case it will get no attacks back at the attacker, but will keep its EW running if it survives. The exception to this is physical combat. A unit may engage in physical combat and be engaged in physical combat with no penalties. A unit never has to use all of it's ECM or Jamming ability, but when the rating of the unit is declared, that value is fixed for the turn. Also, a unit that is declaring ECM or Jamming may declare that it is only being used in the countering role. In this case, the declarations are made as normal, but if the countering side wins, the active ECM or Jamming rating will be 0.
Destroying a unit that is generating ECM or Jamming:
ECM and Jamming range: It is also worth noting that ECM and jamming are not effected by LOS, and a unit cannot 'hide' from these weapons. The only defence is to destroy the EW vehicle, or to have a greater EW strength.
ECM: This modifier will be in effect for the entire turn, unless the unit gets destroyed as stated above.
Jamming: Thus a unit under the effects of Jamming 2 will be at a -2 to all combat rolls and also a +2 movement rate, making even a clear hex costing 3 movememt points to enter.
There is also another effect. At the end of the turn where jamming is in effect, any units that have been jammed that turn must roll 1d6, with a + modifier of the active Jamming. This shocking will happen regardless of whether there is any jamming next turn and whether or not the unit may normally be shocked or not. At the end of the next turn, all shocked units will become active again, although if there is any opposing jamming, then all units will have to roll for shock again.
Using with SF3D II: The EW rules were written before I had access to SF3D II, and while they do stand up fine, the Jamming rules as written cannot be used with the normal Control and Loss of Control for Automated Units which come with SF3D II. As such, use one of the following alternatives:
The Jury is still out on which is the better option.
Spotting:
Targeting: Only one unit may be targeted by an EW vehicle per turn.
Aircraft: Aircraft may also employ EW. Instead of carrying an extra weapon counter, they may carry an EW counter (which you'll have to make yourself I'm afraid). Some examples of these counters include:
An aircraft's use of EW will depend on it's mission.
Observation missions:
Ground attack missions: Aircraft involved in ground attack missions may have EW employed against them. They are susceptible to ECM and they may be Targeted as normal.
Dogfight missions: When using ECM or Jamming in dog fighting, the active EW side get to use the active ECM (or Jamming) as a bonus to their dogfight rating. For example, an SDR flight with a dogfight rating of 2 and an ECM rating of 2 goes up against some Mercs with a dogfight rating of 3 and no ECM. The totals are that the SDR flight have a dogfight rating of 4, while the Mercs still have still a rating of 3. The craft that are using the ECM do not add their dogfight rating to the combat, but they can be taken as casualties if so desired. If an opposing aircraft is effected by Jamming and is shocked, then it will crash and burn on the following turn if it has to roll again to see if it is still shocked. An automated aircraft can only survive one consecutive turn in the air shocked. Dogfighting EW will not effect ground attack aircraft, nor ground units.
Naval EW: EW used in the seas works exactly as it done on land, and surface or undersea units are treated as ground units for this purpose. EW operating from a surface or ground unit will effect units that are underwater, and vice versa. The only exception is when it comes to units that are in deep water. An EW unit in deep water will only effect other units in deep water and will not be able to effect other undersea or surface craft. The reverse is also true.
Availability of EW vehicles: EW vehicles are never as common as their commanders would like them to be. As a result, generally only one EW vehicle is ever assigned to a single platoon. For walkers, this is usually one SAFS Racoon or PKA Konrad per 12 or so armoured suits, and usually the EW vehicle is also the commander's vehicle. Other EW vehicles (such the HEWS Janus) are assigned as and when deemed necessary, as is the case with aircraft EW pods. The exception to this are the Neuspotters and KrachenVogel which are spread all over, and (especially with the Neuspotters) are used whenever possible.
Optional EW rules: Instead of giving each unit a set rating of ECM and Jamming, units have a power unit rating. This should be 75% of the combined total of the units ECM and Jamming (thus a HAFS Janus with an ECM 3 and Jamming 3 would have 4 power units). These power units can then be split between the two sources of EW as the owner wishes which would give more tactical options as you would have to decide which is more important - ECM or Jamming? After all, with the rules as they stand, there is no reason to ever not give all of the rating to the enemy. Units that only have the one ability will simply use that ability at it's listed strength and not take a reduction, but this can be balanced by the fact that the units with the power units have no maximum value that can be allocated to any specific ability. |