Re: FMA Skirmish game
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 4 Mar 1998 12:06:50 -0500
Subject: Re: FMA Skirmish game
cowell@cs.utk.edu spake thusly upon matters weighty:
> Well, I am like a little kid at Christmas, about to pee my pants
> because I want the skirmish rules so bad, and will probably dink
> around a little bit with my own rules. I've got my own ideas, but I'm
> curious to see how detailed members of the list would want such a
> game. In particular, what do you see in SG2 that would need to be
> changed?
Although SG2 is a good game, it isn't really a man-to-man game. It is
a squad to squad game. It has some shortcomings for handling in
building battles (ground scale - which therefore affects weapons
ranges and movement - and of course time scale - at roughly 5 min a
turn, that is not reflective of the times in FIBUA/MOUT. Things
happen fast there). The integration of hand thrown and rifle launched
grenades into close assault is somewhat lacking in in-building
scenarios (or in cavern, or in cave, or whatever). The great desire
in these scenarios sometimes is to do the 'open the door, toss in the
grenade, shut the door, dive for cover' manouvre or the 'I put a
rifle grenade down the hall to the end - the shrapnel should hit the
guys hiding down their' type actions.
The basic concepts (die shifts, range banding, firepower and impact,
leadership and confidence) are all well implemented. It's just not
the right scale for in building fighting. Actually, I'd really like
to see some rules for SG2 to do this, or have the Skirmish FMA be the
kind of game that integrates well with SG2 so that you can move
semi-seemlessly from outdoor to indoor scales....
Just some ideas.
Tom.
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