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Re: FMA: Wounds and some other ideas

From: Randy W Wolfmeyer <randyw@c...>
Date: Thu, 15 Jul 1999 14:05:53 -0500 (CDT)
Subject: Re: FMA: Wounds and some other ideas

There was a third thing I wanted to mention:

The optional "Unit Rules" mentioned at the beginning of FMA rules.  As
there was no further mention of these, I assume those are up for grabs
as
well.  My thought was that it would be kind of a bridge between the FMA
skirmish and SG2.  It would basically be another special "ability" of a
leader.  The leader can activate all the troops under her leadership
that
are within her command radius, at the same time.  Basically this would
allow all the troops in a squad to move together, so you don't have any
stragglers.  The leader wouldn't be able to pass other activations or
anything that round.  I'm not sure how to deal with combat actions
though.
Would the individual troops take their fire actions seperately, or
should
it go into a more SG2 version where you kind of average everything out? 
I
kind of like the idea of the troops just all taking fire actions at the
same time, but maybe some restrictions on how many different targets
they
can attack as a group?	Also the leader should have to pass some kind of
test to see if she can lead the squad in a group like that (similar to
the
test for passing actions?)

And another thing:  Someone mentioned a bit earlier about some kind of
suppressive fire, like an area effect thing.  I would like to see
something like that, where the firepower die is down-shifted to cover
an area instead of just attacking a single target.  You're not likely to
hit anyone, but you will be able to suppress more than one enemy at a
time.  Good use for a SAW gunner while the rest of his squad advances.

I'll probably keep thinking of more ideas that I've forgotten.

Randy Wolfmeyer
randyw@uwm.edu

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