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Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

From: agoodall@a...
Date: Thu, 05 Feb 2004 15:17:54 +0000
Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

Mark wrote:

> What I'm not so sure about is the same level of immortality being
> handed to troops in D6 armour hiding behind hard cover and in
position.

It's these kinds of comments that led me to posting the rules. They need
the 
mailing list to shake them out to see if they work, and to see what
doesn't 
work. I'm glad to see people are at least thinking about this set of
rules.

> Now they have an armour rating of 6 and can't be killed by any small
arm in
> the game.

They can't be killed _outright_ with a single shot doubling the armour. 
However the figures can be killed. The figure could be killed by
receiving 
two hits in the same fire combat, and the figure could turn out to be
dead 
after being treated by a medic. So the figures aren't immortal.

In the few playtests I've done, it wasn't really a problem. I'd love to
see 
reports from other people playtesting the rules.

> Dudes standing behind walls must get killed all the time.

Realistically, the chance of wounding behind a wall should go way down,
but 
the chance of being killed should go up. That's a level of complexity
that I 
don't think I want to get into! Phoenix Command handles it, but precious
few 
other games do.

> My aching brain can't come up with a smooth solution but thoughts
include 
> giving a kill to an impact die that just doubles the armour rating
rather 
> than exceeds it.

I like this, actually. One of the conceptual problems I've had with SG2
is 
getting my mind around beating double the armour roll to kill a figure.
For 
some reason beating the other guy's die roll is an easy check, and
doubling 
the other guy's die roll, or more, is an easy check, but there's an
extra 
mental calculation step for beating double the other guy's roll.

Now, would this have a major negative effect on lower armour quality
troops? 
D4 troops (armour rating 2) would be killed on a roll of a 4 or more
instead 
of a 5. D6 troops (AR 3) would be killed on a roll of a 6 or more
instead of 
a 7. D8 troops (AR 4) would be killed on a roll of an 8 or more instead
of a 
9.

This means that D4 troops would be killed 60% of the time with D10
impact 
weapons. That's pretty high, even for unarmoured troops, but maybe
that's not 
all that bad a thing.

> Or maybe not distinguishing between kills and wounds at this stage.
All
> casualties are treated as just that. You only know whether they're
dead or
> wounded when you re-organise to provide medical attention. 

This works for me. It adds incentive to do medical attention on squads.
I 
find that most of the time I don't really bother too much. Unless a
squad is 
really cut up and could use a guy getting back on the line, I don't
spend the 
action reorganizing them. If the "dead" guys were just casualties, I
would 
reorganize them.

It also lends an interesting bit of "fog of war" to the game. You don't
know 
which guys are dead, which are wounded, and which were grazed and are
now 
cowering. All you know is that guys are down, until you do a reorganize.
(At 
some point someone will mention 

Also, this is how Jon's quick-play rules in the actual rulebook work. It
even 
speeds up play a little bit, in that you don't have to roll two sets of 
casualty dice (one set for the guys who definitely died, one set for the
guys 
who are wounded)! 

For instance, a squad of eight guys in D8 armour behind soft cover is
hit 
with Advanced Assault Rifle fire (D10 impact). There are five potential 
casualties. The attacking player rolls 5D10. The rolls are 1, 3, 6, 7
and 10. 
The Armour Rating is 5, so three guys are wounded. If they are all 
just "casualties", you now roll 3D8 to find out which guys were
affected. You 
don't have to make one roll of 1D8 to see who the dead guy was and one
roll 
of 2D8 to determine the wounded guys.

> This way you're forced to check on the status of all casualties or
> risk morale problems for abandoning a comrade before you even bothered
to 
> check whether he's dead or alive.

Yes, I like this Mark! The next time I try it, that's what I'll do!

--
Allan Goodall		   agoodall@att.net
http://www.hyperbear.com   agoodall@hyperbear.com

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