Prev: RE: Tuffleyverse, States of Europe Next: Re: Full Metal AAR and Other Thoughts

Re: [FMA] Combat Moves

From: Los <los@c...>
Date: Fri, 06 Aug 1999 12:41:59 -0700
Subject: Re: [FMA] Combat Moves

No you haven't missed anything. That's always an option! But still
doesn't
deter us from mulling around other options so as to keep that extra
action open
for other things. (But what you descrivbe is the best way of
guaranteeing that
move across the street)

Los

Mike.Elliott@bull.co.uk wrote:

> The recent discussion on movement methods has been very interesting.
> However, it seems to me that
> we have missed something obvious. I've only just thought of this, so
I'm as
> guilty as anyone!
>
> To summarise, a "standard" movement action is a fixed distance
(typically
> 8" for an average figure). A combat move
> is a doubled die (e.g. D8 x 2 for a typical trooper) or 2Dn depending
on
> your perference. Dn x 2 is the method used in SG2.
>
> Now consider the following situation. Private Parts is hiding in a
doorway
> on one side of the street. The bad guys are
> somewhere up ahead and Parts is fairly sure they have the street
covered.
> He reckons he can get a better position
> by dashing across the street to the cover of a handy skip he can see
across
> the way.
>
> Now in game terms, the player decides to activate Pvt Parts. The aim
is to
> get the figure across to the cover offered
> by the skip. OK let's make a combat move. Roll a D8 and double it.
Damn!
> Rolled a 3. That means he moves 6" and is now stuck in the middle of
the
> street. He ends his activation and is now prime target no. 1 for every
bad
> guy on the table.
>
> Hold on, lets run that again. The player decides to activate Pvt
Parts. The
> aim is to get the figure across to the cover offered
> by the skip. Lets take 2 normal move actions. That gives me a maximum
move
> of 16". No problem, the skip is only 11" away.
> Pvt Parts dashes across the street to the cover of the skip. The ONLY
bad
> guys who can shoot at him are those who
> are either on Overwatch or any figure that has not yet activated and
fires
> using Reaction Fire. In other words, its a good idea
> to wait until most opposing figures have activated before dashing
across
> the street.
>
> Well, I know which way I'd do it! The only advantage to the combat
move
> method is that if successful you get to fire with
> your second action. You pays yer money and you takes your choice....
>
> If you think about it then, the "dash across the street" problem has
just
> gone away.
>
> Now tell me I've missed something....
>
> Cheers, Mike Elliott
>
>
________________________________________________________________________
___
>					   _____
> *****************************************************************
>
> Privileged/Confidential Information and/or Copyright Material may
>
> be contained in this e-mail. The information and Material is
>
> intended for the use of the intended addressee. If you are not
>
> the intended addressee, or the person responsible for delivering
>
> it to the intended addressee, you may not copy or deliver it to
>
> anyone else or use it in any unauthorised manner. To do so is
>
> prohibited and may be unlawful. If you receive this e-mail by
>
> mistake, advise the sender immediately by using the reply
>
> facility in your e-mail software.
>
> Thank you.
>
> *****************************************************************
>
> l messa.?

Prev: RE: Tuffleyverse, States of Europe Next: Re: Full Metal AAR and Other Thoughts