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Re: FMA-40k

From: "Oerjan Ohlson" <oerjan.ohlson@n...>
Date: Sun, 27 Sep 1998 17:04:41 +0100
Subject: Re: FMA-40k

Magnus Alexandersson skrev:

> New here on the list.

Hej! Välkommen!
 
> Been playing 40k for a long time, but need some realism (!?)
> 
> so, I started reading the SGII rules, and was caught in the realism.
> 
> BUT it lacks the fun and run of the assault squads that is significant

> for 40k. 

Not sure what you mean here. Swords etc still give you a die shift in
close combat (though shotguns or flamethrowers are even better), and
close assaults are pretty damn important - that's the fastest way to
shift a dug-in enemy from a protected position (and quite often the only
way, as well!). You have to suppress the defenders first, though,
otherwise you'll lose your assault troops before they make contact.
'Course, in 40K you'd've lost them *after* the first round of close
combat if the enemy support troops aren't occupied by something else  -
the difference here isn't that big for line troops.

> Therefore, does any1 have any suggestions for adaptations of the 
> CC rules in FMA?

What 40K CC rules? If you think of heroic leaders who singlehandedly
slay
the entire opposing army (Mr. Calgar, a certain Ork surnamed Thraka, a
bio-engineered political Commisar just to name a few examples :-), or
close assaults that are fought out as a fencing duel over a couple of
game turns, no. The rules already cover specially-equipped close assault
units, though - including swords and similar weapons.

Later,

Örjan Ohlson
oerjan.ohlson@nacka.mail.telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry

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