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Re: Stargrunt 2 Morale Questions and Comments

From: agoodall@s... (Allan Goodall)
Date: Thu, 20 Aug 1998 02:09:09 GMT
Subject: Re: Stargrunt 2 Morale Questions and Comments

On Wed, 19 Aug 1998 18:32:14 -0700, Tony Christney <acc@questercorp.com>
wrote:

First off, Tony, for some reason your To: address isn't munged! I don't
know
if someone at your ISP finally woke up and fixed it or what, but it
looks
fine!

>I think that the latter suggestion is better, since "one half" and "one
>quarter"
>are quite arbitrary, whereas enemy fire isn't. 

I see what you mean. Yeah, why is 25% or 50% the magic number for a
squad? 

>I'm assuming that you mean a 
>TL+1 per casualty inflicted during a particular attack? 

Actually, I was thinking of having it accumulate for all combat. For
instance,
if a unit took two casualties last turn, and one this turn, the morale
roll
this turn would be TL+3. 

Maybe your idea is better, making it a TL+1 for every casualty this
combat
only. You still don't get a cumulative effect for casualties, though. If
you
lose one figure per turn, you get a TL+1 every turn. Maybe that's fine,
though.

>I would also set
>limits
>on the maximum TL according to mission motivation, e.g. +3 for High MM,
+4 for
>Medium MM, and +5 for Low MM.

That's good. I like that.

As for your home rules, I really liked those. It does seem pretty
simple, too.
You might want to implement a maximum CL drop based on the unit's
quality. A
maximum of 2 CLs for Elite, 3 for Veterans, 4 for everyone else. Or
maybe 2
for Elite and Veterans, 3 for Regulars and 4 for everyone else. This is
only a
suggestion, and isn't exactly intuitive.

I'm going to try your rules out at some time. I like the feel of them. 

Allan Goodall	       agoodall@sympatico.ca

"We come into the world and take our chances
 Fate is just the weight of circumstances
 That's the way that Lady Luck dances
 Roll the bones." - N. Peart


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