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Re: FMA AAAR, ASAP, OK? [longish]

From: "Phillip Pournelle" <emisle@e...>
Date: Sat, 28 Aug 1999 13:58:37 -0400
Subject: Re: FMA AAAR, ASAP, OK? [longish]


-----Original Message-----
From: Allan Goodall <agoodall@interlog.com>
Date: Saturday, August 28, 1999 12:35 PM
Subject: Re: FMA AAAR, ASAP, OK? [longish]

>Drawing on my knowledge of other game systems, there are essentially
two
ways
>of doing this: the way you suggested, or the "beaten zone" approach
where
some
>sort of area is marked off, either as a template or as a cone from the
firing
>weapon.
>
>The "beaten zone" approach is usually done in games of a larger scale.
>Conceptually this is, sort of, what SG2 does, just that the beaten zone
is
>against the entire enemy squad.
>
>In skirmish games at this scale, I have seen your approach done in
several
>games.
>
>Here's what I suggest, from what I've seen in similar games.
>
>Automatic weapons are divided into two classes: personal automatic
weapons
>(SMGs, and assault rifles on full auto) and support automatic weapons.
>
>PAWs use their full firepower on one target. They can fire at two or
more
>targets within 1" of each other, but both targets are fired with one
die
shift
>down in firepower. For every additional inch, there is another die
shift
down.
>
>SAWs use their full firepower on all targets within a 2" area. That is,
one
>figure is chosen as "it" and any figures within a 2" diameter of that
figure
>are attacked with normal firepower. For every additional 2" the
firepower
die
>is shifted down one.

    I like this method.  Simple and yet reasonable.

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