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Re: [GZG] FMA skirmish

From: "Derek A. Rogillio" <derek@r...>
Date: Thu, 02 Mar 2006 14:41:38 -0500
Subject: Re: [GZG] FMA skirmish

Thanks for the response, Damo!	Comments in-line ...

damosan@comcast.net wrote:
>
> In the 99 version a wound reduces the model to a single action. 
Pretty much the same for the 04 version.  

OK, that sounds reasonable then.

> The 04 version introduces the concept of stress and removes the idea
of suppression.  As a figure is shot at or otherwise the figure gains
stress chits.  When it comes time to activate that figure you have to
make a test -- if you pass the stress chits go away and you activate. 
If you fail bad things start to happen -- in this context "bad things"
means legging it off the table.  
> 
> The suppression method in the 99 set did the job but the stress
mechanic in the 04 version really adds to the game I think.
> 
> Stress chits come from being shot at...witnessing the birth of an Old
One...eating anything from McDonalds, shooting sheep, etc.

Are suppression and stress really the same thing though?  I can 
completely see someone who is pinned and suppressed, but not likely to 
run.  For example, indiscriminate fire towards a position that has no 
chance to hit might keep you pinned behind cover until the attacker 
stops firing.  However, there is very little stress since you can't be 
hit.  I guess I'd have to see how it works in the game.

> Up to the GM.  There are more detailed close combat rules in the 04
set but I'm of the firm opinion that you should just fudge it to make a
good game.
> 
> I allow players to combine actions...such as move & shoot.  It makes
the fire less effective but it's certainly more cinematic.

I'm not above fudging it, but the periods and games I would be likely to

play would be heavily based on close combat actions.  I'd rather have 
something that important set and fudge the things that matter less.

When you say you allow players to combine actions, do you mean that you 
allow them to combine different actions, the same, or both within an 
activation?  For example, can they move and fire or move and move in the

same activation?

> Someone outnumbered 2:1 does have the disadvantage of having at least
2 but perhaps 4 attacks against them in one turn.  That's pretty big. 
The new set has some giblets in there covering this situation.
>  
> Two rules when looking at FMA-S right now: steal from Stargrunt and
fudge the rest.

I agree that they are at a disadvantage, but no more so than if they 
fought two opponents on two consecutive turns.	In the current rules, 
it's just as likely to be able to defeat 10 opponents in a single turn 
as it is to beat an individual opponent in 10 consecutive turns.  That 
doesn't seem right to me.  I would think that if 10 ugly, nasty, drooly,

chitinous things are in your face that the group effort would make each 
individual attack more effective.  Maybe I'm off base here and it just 
works out in the end.

-Derek
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