Re: Stargrunt 2 Morale Questions and some Close Combat
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Thu, 20 Aug 1998 11:32:04 -0500
Subject: Re: Stargrunt 2 Morale Questions and some Close Combat
Regarding Tony's point on the loss of morale due to having injured
guys around - here's the 0.02 solution. Count each wounded guy as
half a dead guy, then if you have two wounded guys, its equivalent of
one dead guy. (round in favor of the defender).
I like the suggestions, as I know will one of my friends (hi Gary)
who is very pro-morale and likes to see troops route before suffering
unbearable casualties (or fighting to the last man quite often).
Now, I think you have to think of an easy way to bring this into
close combat though. It doesn't have a lot of sense to have two
differing sort of morale behaviours.
Also, has anyone thought of the issue of odds affecting close combat
die rolls? (I may be missing something rules wise here, so please
forgive if I am). I know they affect the confidence rolls, but not
the close combat attacks. I know from my own limited experience that
being outnumbered in HTH is a bad idea, and being outnumbered in
small unit combat is lethal.
If no one else has attacked it (and I'm not out to lunch on the
rules), here is a suggestion or two:
Attacker outnumbers defender 2:1 +1 die shift
Attacker outnumbers defender 3:1 +2 die shifts
Attacker outnumbers defender 5:1 +3 die shifts
Attacker outnumbers defender 10:1 +4 die shifts
These shifts would be used on a per man basis (if one PA guy was
facing 8 infantry close assaulting him, he (being worth two) would be
outnumbered 4 to one, and his attackers would get a two die shift). I
think this shift should be open ended but I'm open to suggestions and
criticisms of the idea as a whole.
Tom.
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Thomas Barclay
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