Re: [GZG] FMA multiple activations [TOBECLASSIFIED] [SEC=UNCLASSIFIED]
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 10 Mar 2009 09:31:06 +1100
Subject: Re: [GZG] FMA multiple activations [TOBECLASSIFIED] [SEC=UNCLASSIFIED]
Here's a bit of a thought raided from the ECM mechanic and another 6mm
game (can't remember the name).
At the start of each turn, the highest ranking officer rolls a Q die.
The *difference* between the 2 dice is the number of "activation" chits
the winner gets for turn. Only units that have already been activated
can use the chits (to stop a player swarming the enemy on the first
activation).
If the normal "passing activations" mechanic is retained, the usual
limitiation on the number of command levels needs an eye kept on.
Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/
> -----Original Message-----
> From: On Behalf Of McCarthy, Tom
> Sent: Monday, March 09, 2009 11:48 PM
> Subject: Re: [GZG] FMA multiple activations [TO BE CLASSIFIED]
>
> 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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