FMA Combat Movement

2 posts ยท Jul 20 1999 to Jul 20 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 20 Jul 1999 12:35:38 -0400

Subject: FMA Combat Movement

Much has been written on this lately. There is a problem with using
deterministic movement in an infantry combat game - it poorly models
reality. Regardless of what one might think, movement rates in combat are
widely variable. When it comes to a close assault, even members of a unit can
be quite variable.

The Lt. orders you up, and Pvt. McPike was busy changing mags or trying to
scratch an itch. So he's a little slow off the ground. Plus he's heavy set,
and spools up to combat jog a little more slowly. Whereas Pvt. McPoke is a
real go getter. He anticipated and was moving before the Lt. ordered things,
and his adrenalin is torqued up, so he sprints like Ben Johnson on steroids
for the enemy positions. Hence quite a difference in individual movement. In
Stargrunt, we allow a unit to close assault as a unit, despite the fact troops
tend to arrive at enemy positions at "varying" times. Within the granularity
of time in SG2, this is probably fair.

In FMA Skirmish, the time granularity is smaller (as is distance). So these
lags should be visible too. In this case, that translates to the "combat
move". It isn't quite the same set of slow ups (the sgt. getting you all
pointed in the same direction, your guys guys not moving at the same time,
etc. etc.), but it rather reflects the uncertainties of combat. You get up to
go... maybe you hesitate because of nerves. Maybe you stumble on a root or
stone as you start to run. Maybe somewhere a flying bullet (combat happens in
a continous
fashion, not the digital on-off of turns in a game) scare you so you
flinch down and that slows your run, or you dodge a bit. Maybe the path you
initially chose had to be modified by terrain. Maybe your leg cramps. Maybe
you are more tired than you thought and the run takes longer than you hoped.
Maybe you run faster due to adrenalin. Look at
it this way - if you've ever been on an excercise with the military or
played paintball, you'll get a feel for the variable nature of movement. It is
far more pronounced in bad terrain (hence the addition of terrain modifiers to
speed), because there are exponentially more obstacles and things to get in
the way or hurt you, but even on a supposedly flat field, there are gopher
holes, ruts, stones, etc. Runnning on tarmac people even stumble. (You are
wearing combat gear, might well be fatigued, are definitely excited, and
things are
happening concurrently on the battlefield - trips and stumbles
happen).

FMA and SG2 aren't chess. They aren't even FT where manoeuvre envelopes which
are predictable (though I loved the emergency thrust rules someone wrote).
They are the chaotic (though in an orderly fashion... <grin>) movements of
ground troops all with differing physical fitness levels, excitement levels,
and paths across variable terrain. Random factors not only make the game more
interesting, but (to a point) they help model 'fog of war'.

I'm all for the idea that says a combat move is 0.5 * your full move plus a
dice or rolling 2 movement dice and adding. I like that better than the
multiplier, because that REALLY is variable (perhaps too much
so - really hard to predict) and because it tends towards a mean
result (with the multiple dice) while allowing a range or results. I'm
actually running SG2 games where *whenever* a die multiplier is
used we roll the dice and add them - helps give
more-predictable-yet-still-random-and-rife-with-possibilities
results - makes scenario balance easier.

From: ScottSaylo@a...

Date: Tue, 20 Jul 1999 14:03:33 EDT

Subject: Re: FMA Combat Movement

In a message dated 7/20/99 11:38:09 AM EST, Thomas.Barclay@sofkin.ca
writes:

<< They are the chaotic (though in an orderly fashion... <grin>) movements of
ground troops all with differing physical fitness levels, excitement levels,
and paths across variable terrain. Random factors not only make the game more
interesting, but (to a point) they help model 'fog of war'.

I'm all for the idea that says a combat move is 0.5 * your full move plus a
dice or rolling 2 movement dice and adding. I like that better than the
multiplier, because that REALLY is variable (perhaps too much
 so - really hard to predict) and because it tends towards a mean
result (with the multiple dice) while allowing a range or results. I'm
actually running SG2 games where *whenever* a die multiplier is
 used we roll the dice and add them - helps give
 more-predictable-yet-still-random-and-rife-with-possibilities
 results - makes scenario balance easier.
> [quoted text omitted]

Good points. Individual figure "skirmish" games haveto allow for the
variabilities between members of the unit or they are NOT skirmish games.
Variable movement is good. I means you have that much less to count on -

entropy is at work - Murphy RULES! Chaos is your friend! Never assume
your machine gunner won't fall down a well in the rush!