[SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)
From: agoodall@a...
Date: Wed, 04 Feb 2004 17:42:06 +0000
Subject: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)
This house rule is part of my quest to speed up combat resolution in
Stargrunt II.
I've playtested the following rule and it seems to work rather well,
with
some caveats explained in the design notes at the bottom. This is used
as an
alternative to the quick combat resolution system in the book.
ARMOUR RATING SYSTEM
Figures do not have armour dice. Instead, they have an armour rating.
The
armour rating is equal to the armour die in the book divided in half.
For
example, a figure with an armour rating of D8 would have an armour
rating of
4.
The armour ratings look like this:
Armour Die Armour Rating
N/A 1
D4 2
D6 3
D8 4
D10 5
D12 6
The armour rating is calculated _after_ any armour dice shifts. A figure
in
D8 armour behind hard cover would have D12 armour, which results in an
armour
rating of 6. A D12 Power Armour figure behind soft cover already has the
maximum die possible for armour, so it would continue to have an armour
rating of 6.
The combat resolution system remains the same up to, and including, the
calculation of the number of potential casualties. The attacking player
rolls
a number of impact dice equal to the number of potential casualties.
These
dice are compared to the armour rating of the figures in the squad. If
an
impact die exceeds the armour rating, one of the potential casualties is
wounded. If the impact die exceeds twice the armour rating, one of the
potential casualties is killed. Otherwise, the armour protected the
potential
casualty.
(The procedure is essentially the same as if the defending player rolled
his
armour dice at once and all the dice rolled the same number.)
Once the number of wounded and killed figures is determined, roll
randomly to
see which figures were wounded and which were killed, and complete the
combat
resolution phase as normal.
To speed up combat even further, players should round off fractional
potential casualties instead of rolling for the fraction. For instance,
if
there are 2 and 7/8 potential casualties, the players should choose to
round
up the potential casualties to 3 (or, if they prefer less bloody
conflicts,
round down to 2).
Design Notes
SG2 combat resolution takes a long time, a little too long, in my
opinion. It
only takes a single opposed die roll to see if a squad misses or
suppresses
an opposing squad. The number of dice rolls goes way up when a unit hits
the
target and causes casualties. This is because of the armour roll. You
have to
make an opposed die roll for each potential casualty. You can't just
roll a
bunch of dice at once and get the results for all the figures.
The benefit of this house rule is speed. Opposed rolls are slower than
unopposed rolls. Each player has to pick up the correct dice and roll
them.
In multi-player situations there is a good chance that at least one of
these
players will be distracted. Often one of the players wants to be the
last one
to roll, and so he waits until his opponent has rolled the dice before
he
rolls his. In testing, a combat that resulted in three or more potential
casualties took between two thirds and half as long to resolve in this
system
than in the regular system. This is simply because it's faster for one
player
to pick up three dice and compare it to a rating number than it is for
two
players to dice off against each other three ore more times.
Another benefit is that you can have figures with an armour rating of 1.
This
would be suitable for non-combatants without any armour (such as unarmed
townspeople).
There are a couple of caveats to this system.
There is a slightly higher chance of scoring a casualty under this
system
than under the regular combat resolution system. The average roll for D8
armour is 4.5, while in this system the armour rating is a 4. This
doesn't
have a huge effect in the game. If players are worried about it, simply
round
down all fractional potential casualties. Example: if there were 2 and
7/8
potential casualties, the players would round this down to 2.
With this house rule it is impossible to wound a figure in D8 armour or
better with a weapon with a D4 impact. Likewise, a figure in D12 power
armour
is impervious to weapons with a D6 impact or lower. This isn't
necessarily a
bad thing. Should an archaic musket have _any_ chance of wounding
someone in
power armour? Scenarios where there is that great a discrepancy between
impact rating and armour rating are fairly rare. Only archaic firearms
have
D4 impact, and only light autopistols and anti-armour submunitions
against
dispersed targets have D6 impact. If it's an issue for players, they can
simply choose to use the regular combat resolution whenever there is a
difference of three die types or more between the impact die and the
armour
die. (The anti-armour submunitions issue is the biggie here. A simple
solution is to shift the impact up one versus PA, as they are dispersed
like
infantry but armoured like light vehicles.)
With this system it is impossible for weapons with an impact die of D10
or
less to roll more than twice the armour rating of power armour troops (5
or
6). This means that it's impossible to kill a power armour trooper
outright,
unless the same trooper takes two hits in the same fire combat. In
playtesting this tends to strengthen power armour troops. Comments I
received
suggest that this was actually a _welcome_ change. PA troops could still
be
killed (if one trooper took two hits in the same combat resolution, or
if a 1
was rolled on the trooper's recovery roll), and as mentioned above they
are
slightly more likely to be wounded than in the regular combat resolution
system. What this house rule does is eliminate some of the quirky
situations,
like a musket rolling a 2 on a D4 killing a PA trooper whose armour roll
was
a 1. Note that the quick combat resolution system in the rule book has
this
same issue, as each potential casualty is simply treated as a wounded
figure.
The quick combat system in the rulebook applies this effect to all
figures,
not just PA. Again, if this bothers players they may want to use the
regular
combat resolution system against PA.
Any questions and comments are welcome!
--
Allan Goodall agoodall@att.net
http://www.hyperbear.com agoodall@hyperbear.com