Re: Battle at Camelot Comics and Games--After Action Report
From: RWHofrich@a...
Date: Mon, 22 Nov 1999 21:42:32 EST
Subject: Re: Battle at Camelot Comics and Games--After Action Report
In a message dated 11/21/99 8:02:25 PM Eastern Standard Time,
oglover@museum.vic.gov.au writes:
> > -----Original Message-----
> > From: RWHofrich@aol.com [mailto:RWHofrich@aol.com]
> > Subject: Re: Battle at Camelot Comics and Games--After Action
Report
> SNIP
> > I can't speak for the others, but mine boils down to the following:
> >
> > 1. Basic non-familiarity with the system, which includes
> > figuring the odds,
> > especially with secondary die rolls involved.
>
> Ah, the beauty of this game system is that you apply a little more
"real
> life" approach to the game! Rather than calculating the odds based on
> matematical considerations try considering Troops to Task and
relevant
> weapons etc. I think you'll find a more enjoyable game too.
>
Actually, because of the wide range of weapon systems available, if I
could
figure the odds a little better, then I could actually decide what the
"correct" weapons were for the task at hand (for example, my IFV designs
generally have a GMS and a direct fire weapon--deciding which to use can
be a
pain sometimes, especially when the gun is a DFFG and the range is
medium).
>
> >
> > 2. Such a system makes it difficult, if not impossible, to
> > factor in two
> > modifiers (FMA gets "around" this by just saying you use the
worst).
>
> How so? I think I must misunderstand your meaning here. Can you give
an
> example of two modifiers?
When firing at a target, you only use the largest of the secondary
dice--a
vehicle target in soft cover that is also hull down, for example, only
gets
the benefit of hull down (d10 secondary die vs a d6 secondary die).
This is
detailed on page 29 of Dirtside II. I think that most people will agree
that
a vehicle that is in cover AND hull down should be just a little harder
to
hit than one that is just hull down. Oncew again, I want to make sure
everyone understands that I don't see this as a really big deal, just
one of
the reasons I'm not thrilled with this particular method of doing random
event generation.
Anyway, I just re-read the rules and found out that we had run the
morale
rules wrong in our game--we should have had more broken units by the
end. Oh
well--C'est la guerre (or some such--I'm not good at frog).
Rob