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.