RE: [SG2] close combat
From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Fri, 26 Apr 2002 07:02:11 -0400
Subject: RE: [SG2] close combat
Take a look at Tomb's Cose Combat Extentions:
http://www.stargrunt.ca/rules/sg2_close_assault_ext/sg2_close_assault_ex
t.ht
m
The 'Making Numbers Count' rule shifts the side outnumbered down 1 if
the
odds are 2:1 and down 2 if 3:1 or greater.
Your solution works too, but takes more time.
---
Brian Bell
bbell1@insight.rr.com
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
Cygnus X1.info
http://www.cygnusx1.info/
---
-----Original Message-----
From: Laserlight [mailto:laserlight@quixnet.net]
Sent: Thursday, April 25, 2002 23:35
To: gzg-l@csua.berkeley.edu
Subject: [SG2] close combat
one of the flaws of SG close combat has been that if you have a
higher-quality trooper who rolls well, even if he's outnumbered 10 to
1, lower quality troops can't beat him. Example: a Veteran trooper
rolls a d10, result 9--a gang of Regular and Green troops, rolling d8
and d6, can't win. It has been suggested that you can shift the
outnumbered character's die down for additional opponents, but that
doesn't seem entirely satisfactory.
So I suggest that the outnumbered character roll against *each*
opponent in succession rather than make one roll for all of them. An
elite d12 warrior fighting d4 thugs will still probably win even if
outnumbered, but it's not as certain--or as unrealistic--as it is