[FMA] Comments and initial impressions

2 posts ยท Jul 14 1999 to Jul 14 1999

From: Andy Cowell <andy@c...>

Date: Wed, 14 Jul 1999 00:25:44 -0400

Subject: [FMA] Comments and initial impressions

My comments from dabbling with the system tonight; overall impression: two
thumbs way, way up!

- Leave the weapons point calculation system as _VERY_ optional.  I
like having it, but it's a pain it the butt as it stands right now.
Just give us a list of all the various weapons you'd expect-- which
you pretty much have already. If you want something different; THEN you can
learn to use the system.

Also, note that as it currently stands, it's pretty easy to break with funky
range bands. I could create the Munchkinizer, with range bands
of 2"(d4)/12"(d8)/48(d12)" or something.  Who knows, this might even
be a legitimate weapon, something that accelerates and is designed to attack
at range.

- The Confidence system is conspicuously absent, but that's been
mentioned. I assume there will be the usual Confidence vs. Reaction mechanism?
Will motivation be used as morale? I could see either way
on that.  If not, maybe a simple Shaken/Broken mechanism.  I'd love to
have more official guidance into how this area will work.

- Reaction and Overwatch fire both seem to only let you fire at a
target between their two actions. I would leave Reaction fire as is, and allow
Overwatch to fire at any point during movement (so you can be sure to catch
them in the open, whereas a target could hop between cover and avoid being
shot at in the open from Reaction fire).

- Assistant Leader?  What's this do?  I tend to think Leader = Lt,
Asst. Leader = Sgt. I assume there will be some Confidence mechanism when the
Leader is taken out, and the AL's presence will alleviate that somewhat. Is
the AL able to transfer activation? Maybe only when in Leader's command
radius, or only when activated by the Leader? Could he rally troops (and will
there be a mechanism to rally?)

- I think continuous fire weapons (like belt-fed machine guns) should
have the ability to suppress an area.  Maybe designate a line 1/3 as
long as the range band within that range band (say, 3" in short 12" range
band; I'm just throwing out ideas), and that's where the MG is shooting. Any
troop wishing to cross that area must make a reaction test (with a neg mod)
and may get shot; chance of getting shot increases a lot if you actually end
an action in that zone.

I may be totally off, though. Let me know what you think.

- If a model is suppressed, all other models within 1-2" should take a
reaction test or become suppressed as well, IMO. If you see your buddy next to
you duck because he thinks he's about to get shot, you're likely to do so as
well, I would think. There should probably also be Confidence tests (assuming
we're using that mechanism) for
wounds and kills in a model's LOS.  Reaction/Confidence tests should
receive a neg. mod if any casulties are in LOS, and a further neg. mod if any
casulties are within 3" and in LOS.

- It seems wierd to me that cover is used in the impact/armor roll,
rather than the to hit roll. I can see either way, though.

- I do like the current mechanism for suppression in the open.

From: Ground Zero Games <jon@g...>

Date: Wed, 14 Jul 1999 09:41:48 +0100

Subject: Re: [FMA] Comments and initial impressions

> My comments from dabbling with the system tonight; overall impression:

Good, that's what we like to hear....  :-)
> - Leave the weapons point calculation system as _VERY_ optional. I

That's the intention.
> Also, note that as it currently stands, it's pretty easy to break with

Yup, it's a gyrojet rifle.....  :-)
> - The Confidence system is conspicuously absent, but that's been

We're working on it.....
> - Reaction and Overwatch fire both seem to only let you fire at a

The AL is mainly there to take over when the Leader buys the farm. Suggestions
noted, and more on this to follow.
> - I think continuous fire weapons (like belt-fed machine guns) should