This may not be as elegant as other ideas so if this appears to be clunky then I do apologize since I am in the process of looking for a new team of testers.
The idea is a reoccurring theme in the game to take away the omnipotent player syndrome due to the fact you can physically see where your opponents models on the board. Similar how in a classic RTS you have to maneuver models through the “fog of war” there needs to be visual contact with an enemy model before it can be shot at.
Every model has its own predetermined detection range and profile. Models such as infantry have a detection range of 18” and have a profile of 1. For every point of profile means you can be seen an extra 6” away. This means infantry can potentially spot other infantry out in the open at 24” total. A profile of 0 means it is out of sight or behind some sort of cover. Anytime a model is behind cover it reduces its default profile down by 1 point which this makes infantry very elusive since they can easily attain a 0 profile. Something large like a vehicle does not benefit from cover as much but can reduce their silhouette in a hull-down position.
Profile 1 = 6”
Profile 2 = 12”
Profile 3 = 18”
Profile 4 = 24”
And so on…
Now going on there are two versions to this next part. This is what I call the dice pool spotting mechanic.
--Version 1--
Whenever a defending model is declared within detection range of an attacking model the player with the defending model may only measure detection range from their model to the attacking model to see if the attacker has exposed itself.
That being said if there are models within the detection range of another model the attacker now gets to roll its scouting skill to spot them. The scouting skill determines how many D6s are rolled and depending on the visibility agreed upon the game’s setup (daytime, nighttime or reduced for weather) under normal visibility a success is 4+ barring some modifiers such as enhanced optics on recon models.
Normal daytime visibility: 4+
Reduced daytime visibility: 5+
Normal nighttime visibility: 6+
Reduced nighttime visibility: 6+ (enhanced optics only)
The defender does the same in attempt to get more successes than the attacker if both models are within each others' detection range.
The amount of successes is then added to a pool which can determine the amount of models spotted in detection range or to offset the targeted model’s stealth. So if a model rolls 3 successes it can either spot 3 models within detection range with stealth of 1 or less or it can focus these successes to spot one model with stealth of 3.
Successes are also factored towards the model's initiative. If a success can be spared towards initiative, one success adds one point towards the model's initiative so it has a chance to act first before the defender does. The more successes a model has in scouting the more it can do which makes recon models essential since they have a high scouting skill with more chances of successes.
This version sticks to the 2D6 routine found in the rest of the game but more arithmetic intensive than the dice pool variation of version 1.
--Version 2--
Whenever a defending model is declared within detection range of an attacking model the player with the defending model may only measure detection range from their model to the attacking model to see if the attacker has exposed itself.
That being said if there are models within the detection range of another model both attacker and defender roll 2D6 plus their initiative. The attacker factors in its scouting skill while the defender factors in its stealth rating with visibility modifiers. The overall scores must be greater than the other.
Normal daytime visibility: No modifiers
Reduced daytime visibility: +1 stealth
Normal nighttime visibility: +2 stealth
Reduced nighttime visibility: +4 stealth
If the overall score is equal then fall back to who has the highest base initiative and if the same then highest initiative without factoring in stealth and scouting. If there is no other way to break the tie then the models attack each other at the same time and resolve combat accordingly.
On the attacker's end its total initiative and scouting plus 2D6 accounts towards all models within its detection range by stealth. So if for example its overall total is a 16 it can spot three stealth 4 models or five stealth 3 models with +1 bonus towards initiative. The defender must elect one of its models within detection range if applicable at this point to factor in its roll that be greater than the attacker's overall. If not then the attacker makes the first attack.
I'll stop there before I go on information overload.
I prefer version 1 after reading.
But perhaps the wording is indeed a bit too clunky.
How would you explain this version 1 in a manual?
Instead of profile, perhaps "size" would be a better naming and give a better understanding. After all, a bigger size is visible at a longer distance and can't really hide. So I do like the idea.
Profile and size are generally the same thing but you make a good case. The reason I went with profile is for an overly ambitious reason if this game ever gets off the ground I wanted to make a space variant with ships but instead of profile a ship will go by a signature instead.
My wording is clunky which is why I am here. The more feedback the better.
The only thing I do not like about version 1 --which is the dice pool idea-- is that you roll a handful of die instead of 2D6. Some people might balk at this for not being consistent.