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RE: FMA Skirmish test results [CLEAN STAMP]

From: "Rick Rutherford" <rick@e...>
Date: Mon, 19 Jul 1999 09:58:55 -0400
Subject: RE: FMA Skirmish test results [CLEAN STAMP]

On 7/19/99 7:26 AM, Ground Zero Games wrote:
> ... A combat move action should be movement die (normally a D6 or D8
for
> most troops) roll x 2.

I ran a few test games of the FMA skirmish rules this weekend, and I let
the players use this system for combat moves (I lifted it from
StarGrunt),
but none of them really wanted to -- the general consensus was that it
seemed a little silly to randomize the movement distance for your
figures,
and that the "combat move" must be, "... one of those British wargame
rules
that doesn't always make sense, like WRG rules." In short, it felt more
"game-y" than realistic, and the players ignored it.

> Interested in others' opinions on [suppression] - originally we had no
> limit on number of suppressions, but in testing this meant that
> sometimes a figure got loads of them piled on it at once and it got a
bit
> silly. 

The interesting thing about the suppression mechanism is that it makes
the
initiative die roll more important than it is in other games. The player
who gains initiative is more likely to shoot first, and the player who
shoots first is more likely to suppress their opponent.

--
Rick Rutherford

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