Re: Romans
From: DracSpy@a...
Date: Tue, 16 Nov 1999 12:16:39 EST
Subject: Re: Romans
In a message dated 11/16/99 5:12:17 AM Pacific Standard Time,
tmcarth@fox.nstn.ca writes:
> Well, it shouldn't be too hard as long as you're not mixing SF and
> historical elements on the field.
Darn, I was hoping to have a Roman vs Kra'Vak game:)
> Take a cue from FMA skirmish, where a change of scale and/or
technology
just
> redefined the values (for example, in FMA skirmish, an individual's
weapon
> has a firepower die while in SG2, they often contribute to the squad
> firepower die).
Seems resonable.
> To that end, reorganize the charts for an ancient context. If the
best
> armour is full plate and shield, make that D12 armour. If the
toughest
> thing to kill is an elephant or chariot, make it D12x2 (vehicular).
If the
> fastest, deadliest fire is by well-trained longbow archers, make them
FP 3,
> Impact D12. If crossbows are to be included, perhaps they are FP1,
but
> impact D12 or D12* and the longbow goes down to Impact D10. Perhaps
slings
> are close range only, for example.
Makes sence, do you know were to find a good referance for that info?
> You may wish to introduce new shifts in CC and instead of rolling for
each
> individual close combat, you may wish to roll one die for each unit
and
> apply the difference as casualties (a la Piquet).
Quicker when units units of 120 troops.
> The command and control may need to be tweaked. The leader has no
radio to
> communicate with, so you may need runners which will introduce delays
to
the
> communication.
That would make leading from the front very importand.
> I think some diligence and imagination could give a very fun game.
I like to think I have both, right now what I seem to be missing is the
data
on the units, got any ideas as to were I could find that data?
-Stephen