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Re: [GZG] FMA multiple activations

From: "McCarthy, Tom" <Tom.McCarthy@x...>
Date: Mon, 9 Mar 2009 08:47:39 -0400
Subject: Re: [GZG] FMA multiple activations

> Activation points really requires a bell curve of sorts so that good	
> leaders will, on average, score better than mediocre ones.  Did  
> leader activation not work because of the ratio of leaders to  
> troopers?  In your asymmetric games perhaps the lower-tech force had	
> too many leaders?

Consider this example as a simplified illustration of the problem.

A force of 5 orange 2 troopers led by an orange 1 leader is assaulting a
force of 100 green troops organized as fire teams of 4 green 2's led by
a green 2 leader.

The attackers activate, rolls a 5 on a D10 for points, and banks it.
The defenders roll a 3 on a D6, and bank it.  The attackers activate,
roll a 6 on a D10 (bringing them to 11) and activate every figure en
masse.	The greens roll a 4 on a D6, and because things are now tight,
activate 3 figures.  The attackers respond by rolling a 5 and activating
their leader and 2 troopers.  The closest defenders, now under fire, try
to activate the leader to roll points, but he has a stress marker, and
needs to roll better than a 3 on D6 in order to activate...

In an 'even time' game model, where every figure activates once per
turn, you can expect each to take a certain number of actions as a
function of their quality, firepower and survivability.  In an 'uneven
time' model, the calculation gets a lot messier because the quality of
the leader (and his ability to activate under stress) is a multiplier to
the effectiveness of the troops under him.  And so long as that orange
squad doesn't get divided or bogged down, the number of troops
assaulting won't matter because you've always got that orange squad to
activate. 

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