Re: [SG2] Speeding Up Stargrunt
From: Adrian Johnson <ajohnson@i...>
Date: Mon, 21 Dec 1998 09:36:05 -0500
Subject: Re: [SG2] Speeding Up Stargrunt
There's lies, there's damned lies, and then there's sta...
oh, never mind.
>CONCLUSION
>
>For impact vs. armour rolls, try rolling the number of armour dice
indicated
>by the number of potential casualties, but only one impact die. Apply
the
>impact die's result to each of the armour rolls.
>
>This will create more of a deviation where the extremes on the casualty
>results will be more prevalent. However, the results won't be that
radically
>different from what is obtained in the usual way, and the dice rolling
will be
>greatly reduced.
>
>This may also result in more morale checks, due to the greater
liklihood of
>the higher casualties in one combat result (not necessarily a bad
thing, mind
>you!!!)
>
>On the plus side, this method does yield fast results without taking a
hatchet
>to the combat system as happens when using the quick play rules
suggested in
>the rulebook.
>
>
>Let me know if you want more of the statistics. I can send it by e-mail
to
>anyone who is after it. I'm looking forward to everyone's comments...
>
>
>Allan Goodall agoodall@interlog.com
>
I like the idea - have to try it out and see how it plays.