FMA Skirmish test results
From: "Jonathan White" <zzalsjfw@f...>
Date: Mon, 19 Jul 1999 09:22:13 +0100
Subject: FMA Skirmish test results
Ran some sessions of FMA Skirmish at the club over the weekend. Each
game was
two sides of 5 figs which was very manageable. One was a defense attack
and
one was 'advance and hold'.
Several points came up
1) COMBAT move is mentioned at one point, but the rules for it are
missing.
:)
2) Single supression. The DSII players said they preferred the 'two
suppressions' system. As it stands you can't actually 'slap a figure
down' -
they will usually have at least one action. If that is the game intent
then
fine but if people aren't really 'suppressed' in this game as they are
in
DSII
3) Isolation rules - we nbeed to have some small list of exceptions to
this
rule - one player in the defense/attack game wanted to deploy a lone
sniper
on the defensive side -as the rules stand that's not really feasible.
3) This is the major one - everyone feels there is a distinct imbalance
between Reaction and Overwatch fire. It was generally though they should
have
if not actually the same 'cost' then approximately the same. As things
stand
this is not the case. To elaborate :-
Reaction fire : Cost - 2 actions (one activation). Gain - 1 action (FIRE
action)
Overwatch fire : Cost - 1 action and a restriction on the other. Gain -
2
actions (AIM and FIRE actions).
People couldn't see why Overwatch fire gets the benefits of an aim
action
whereas reaction fire doesn't. Furthermore as it stands Overwatch fire
'breaks' the 'fire once every so often' idea - it was felt that the rule
about firing should be changed so that once a figure has fired, it may
not
fire again until it's next 'full' activation - a further restriction
upon the
'other' action in Overwatch that was felt would balance things a little
more.
Also on this topic, there was confusion about exactly when things are
resolved. Reaction fire as stated happens between the targets first and
second action - does the same restriction apply to Overwatch or does it
have
the further advantage that it can be imposed at any point in the targets
activation? It is feasible that a target could end it's first move in
cover
or out of sight - negating reaction fire. If it then moves out of cover
in
it's second action does it then become vulnerable to Overwatch fire but
*not*
Reaction fire? Why should that be?
So there you go. The core move and fire rules worked well and were
quickly
picked up - even the detailed fire rules being easily followed. However
it
was felt that Overwatch fire was too 'strong' - I have to admit I
particularly got scragged by it due to the AIM benefit, but I also
managed to
rule double 1's twice on armour rolls when I only needed 2's so I guess
it
just wasn't my night.
TTFN
Jon