[FMA] Combat Moves

2 posts ยท Aug 6 1999 to Aug 6 1999

From: Mike.Elliott@b...

Date: Fri, 6 Aug 1999 14:54:18 +0100

Subject: [FMA] Combat Moves

The recent discussion on movement methods has been very interesting. However,
it seems to me that we have missed something obvious. I've only just thought
of this, so I'm as guilty as anyone!

To summarise, a "standard" movement action is a fixed distance (typically 8"
for an average figure). A combat move is a doubled die (e.g. D8 x 2 for a
typical trooper) or 2Dn depending on your perference. Dn x 2 is the method
used in SG2.

Now consider the following situation. Private Parts is hiding in a doorway on
one side of the street. The bad guys are somewhere up ahead and Parts is
fairly sure they have the street covered. He reckons he can get a better
position by dashing across the street to the cover of a handy skip he can see
across the way.

Now in game terms, the player decides to activate Pvt Parts. The aim is to get
the figure across to the cover offered by the skip. OK let's make a combat
move. Roll a D8 and double it. Damn! Rolled a 3. That means he moves 6" and is
now stuck in the middle of the street. He ends his activation and is now prime
target no. 1 for every bad guy on the table.

Hold on, lets run that again. The player decides to activate Pvt Parts. The
aim is to get the figure across to the cover offered by the skip. Lets take 2
normal move actions. That gives me a maximum move of 16". No problem, the skip
is only 11" away. Pvt Parts dashes across the street to the cover of the skip.
The ONLY bad guys who can shoot at him are those who are either on Overwatch
or any figure that has not yet activated and fires using Reaction Fire. In
other words, its a good idea to wait until most opposing figures have
activated before dashing across the street.

Well, I know which way I'd do it! The only advantage to the combat move method
is that if successful you get to fire with your second action. You pays yer
money and you takes your choice....

If you think about it then, the "dash across the street" problem has just gone
away.

Now tell me I've missed something....

Cheers, Mike Elliott

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l messa.?

From: Los <los@c...>

Date: Fri, 06 Aug 1999 12:41:59 -0700

Subject: Re: [FMA] Combat Moves

No you haven't missed anything. That's always an option! But still doesn't
deter us from mulling around other options so as to keep that extra action
open for other things. (But what you descrivbe is the best way of guaranteeing
that move across the street)

Los

> Mike.Elliott@bull.co.uk wrote:

> The recent discussion on movement methods has been very interesting.
Damn!
> Rolled a 3. That means he moves 6" and is now stuck in the middle of
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