From: Roger Books <books@m...>
Date: Wed, 14 Jul 1999 10:53:50 -0400 (EDT)
Subject: FMA
Zero G rules? (From a vacuum head.:) Also, where does the x2 armour modifier come from?
From: Roger Books <books@m...>
Date: Wed, 14 Jul 1999 10:53:50 -0400 (EDT)
Subject: FMA
Zero G rules? (From a vacuum head.:) Also, where does the x2 armour modifier come from?
From: Ground Zero Games <jon@g...>
Date: Wed, 14 Jul 1999 19:11:29 +0100
Subject: Re: FMA
> Zero G rules? (From a vacuum head. :) Patience is a virtue...... (though as I'm just now reading Luna Marine (Ian Douglas, aka William H. Keith Jnr.), you can certainly expect some
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Mon, 06 Sep 1999 02:09:31 -0400
Subject: FMA
In reply to a couple of recent comments about FMA Skirmish. I had the unfortunate responsibility for Tom's bad experience. We noted a couple of things: 1) The scenario had some flaws. (I don't like free for alls, and apparently this situation was poorly thought out - it wasn't a free for all, but there was no mutual support suggested). The figures couldn't support each other. 2) Our variant, which I think models some aspects of close combat well, makes for a less amusing game in a board unconstrained by thick cover or lots of urban density. The tactics people are used to using in games involve doing more than hunkering down in cover at the far edge of the board and shooting. But because it is a reasonable representation of close in action, engagements of a target in the open at 30-40m with a SAW will tend to generate either lots of suppression or casualties. The grenade kills were in part due to bad luck (one of the players got a grenade into three of my guys that were standing in the open - less than a 8m separation standing.... they should have died and mostly did) or bad tactics. But it is a significantly less forgiving game than SG2 in the sense that you have a small number of units who go to dead or hors de combat when hit (unlike SG2 where a unit has some resilience due to being made of more than one guy) and at the ranges you deal with, grenades (even with a moderate 20m max area of effect) are pretty lethal to exposed targets. Ultimately, in order for FMA to seem useful, it probably has to be run indoors, in a space ship (a la Space Hulk), or in a jungle/dense woods. Otherwise, you'd engage at ranges exceeding the FMA boardsize (like out at SG2 ranges) and thus it makes sense to use that system. Almost everything in FMA Skirmish is a close assault (more or less). 3) FWIW, for those who might be evaluating it based on our comments, keep in mind the following thing: I tried to vary the rules of fill in blanks using ideas from SG2 plus ideas from real (as well researched as I can get) data. In real life, grenades can kill people at long distances (low odds though), and they tend to kill anyone in a standing pose with no cover nearby - this translates to a deadly weapon in FMA terms. Grenade deviations are somewhat dangerous, but due to burst radius, they tend to be still a threat to the target unit. The solution to employing grenades as a defender is solid cover like trenches or a wall, and the solution to employing them as an attacker is throwing them over a wall or through a window and getting prone. In the abscense of cover, having a low target profile (being prone) is the answer. From the "gamers" PoV, grenades with large burst radii and deviations less than that radius used at range on targets in the open are horrific. They kill people, and they thwart a lot of tactics. Those who are more used to games where movement is in the ballpark of weapons range, and attacks are not that lethal, a "realistic" variety of FMA is a nasty experience - tactics in this variant of FMA absolutely REQUIRE that you 1) use cover, 2) advance while being supported in bounds (Overwatch, use of cover at the end of moves) and 3) suppress the enemy before closing with them (to prevent grenade and SAW attacks as you advance). Manoevre in the open is lethal. An unsupported figure attacked by multiple figures is as good as dead. Grenades against guys in the open are quite a threat. In short, it isn't very forgiving. And in a less than congested board, it makes little sense for the forces to even close to board edges without first having done a lot of fire at longer (SG2) ranges. So what does this tell me? 1. FMA (as I have tried it) works pretty well in close terrain (buildings, urban areas, etc). I think in general, one should have a thickly terrained board to allow maneovre under cover, closing actions, no LoS, no spots, etc. - this will be the niche for FMA - otherwise probably fights should start out at SG2 ranges and use that system. FMA should be for forest or underground or on ship or urban battles where SG2 granularity is insufficient to represent the type of fighting that occurs. (Which is, if you note how close assaults in SG2 are resolved, pretty unforgiving too!). 2. Spotting (a key factor in RL) is vital or explosives become very very awful. Forcing people to spot and operating on congested boards where LoS is broken frequently helps to limit fire and grenade activity. 3. This variant is unforgiving - if you don't use good supporting tactics (and by that I mean suppressing the enemy before you advance on them, and always having a moving unit covered by one or more unmoving ready overwatching units) - the slippery slope can quickly go precipitous and you can have an unfun experience. This is of course not aided if the scenario or board aren't set up well. Overall, just more thought and care needs to be excercised at all levels by GM and player. Conversely, I think good tactics can prevail in this as in most other environments. 4. Isolation needs some thought. If we assume that all modern troopies have radio links, just because I can't see Jim Bob 20m away from me doesn't mean I can't hear him and what he's doing. We ran into another situation of interest: Billy Bob Green Troop reactivated by Lt. 12" away.... and successfully rolled reactivation. And now Billy Bob tests for isolation? He isn't isolated. He's just had specific instruction and comms with his leader! And being close together so your Sgt. can whisper to you means you are in Grenade (for the fantasy crowd - Fireball) formation. One suggestion we had was for something like 2*quality in LoS or 1*quality outside of LoS. And if you are activated by a transfer command, you don't have to check isolation because you are 'in-contact'. Some will say that a game with movement rates in the 6-10" category should not have grenades exploding over 12" r. (24m r) or autofire weapons that can hit multiple targets or pin multiple times. I guess I have an aversion to Gorka Morka-esque games where a firearm is less dangerous that a stiff kick. Modern close combat is dangerous, not very forgiving, and punishes the incautious. So I prefer a game where this is reflected, but obviously this is fun only where the scenario and the terrain allow the players to do something (other than just go prone, find cover, and fire at the opponent until he is dead). So many folk will no doubt be happy with a 6" burst radius on a grenade, and limited autofire capabilities. YMMV. I've learned now where FMA fits in my GZGverse - in the Space Hulk battles against aliens on a large ship, in the tooth-to-tooth battles in a mine complex, in building clearing, in the constricted jungles of a garden world - all places it works well. Where spotting is a key factor in who and when you engage, and people can spread out enough to make grenades only a moderate threat. Anyway, better luck next time I'm thinking. Even a rough day produces some lessons! :)
From: Brian Bell <bkb@b...>
Date: Tue, 2 Nov 1999 09:55:00 -0500
Subject: RE: FMA
Also refers to Jon Tuffley's system of using opposed die rolls to resolve combat. ----- Brian Bell bkb@beol.net http://members.xoom.com/rlyehable/ ----- > -----Original Message-----
From: Doug Evans <devans@n...>
Date: Tue, 2 Nov 1999 09:11:21 -0600
Subject: RE: FMA
*** Also refers to Jon Tuffley's system of using opposed die rolls to resolve combat. ----- Brian Bell bkb@beol.net http://members.xoom.com/rlyehable/
From: Tim Jones <Tim.Jones@S...>
Date: Tue, 2 Nov 1999 15:43:39 -0000
Subject: RE: FMA
> Also refers to Jon Tuffley's system of using opposed die rolls true, didn't JT name the dice system *after* the Full Metal Anorak column in Ragnarok? Thats where I first saw the term.
From: Brian Burger <yh728@v...>
Date: Wed, 3 Nov 1999 00:30:11 -0800 (PST)
Subject: RE: FMA
> On Tue, 2 Nov 1999 devans@uneb.edu wrote: > Sidebar, please note that Jon didn't INVENT opposed die rolls, as a This sounds familiar... I was setting up a game at our gaming club's meeting last Sunday - Fantasy Rules!, with 15mm figs from various companies - and one of the local GW players wanders by - this guy also works at the local GW store. Turns out this prat is one of those "GW Is The One True Gaming Company, And The Font of All Creativity" types - he can't look at a single mini in my boxes without figuring it to be a rip-off of some GW product... Then this prat starts telling, with grisly relish, various unlikely stories of GW's legal trashing of, it seems, every other game company in the world. My gaming friends wonder why I dislike GW so much...
From: Paul Owen <paul@g...>
Date: Sat, 5 Feb 2000 21:34:59 -0000
Subject: FMA
Can anyone tell me the current status of the FMA rules and is their a synopsis of the discussions/decisions that went on a while back.
From: Peter Mancini <peter_mancini@m...>
Date: Wed, 01 Nov 2000 13:49:16 EST
Subject: FMA
Hi, I'd like to know who to petition for a copy of the beta FMA rules. I am a Star Grunt II player and I am interested in the science fiction version as well as the fantasy version.
From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Thu, 2 Nov 2000 09:23:53 +1100
Subject: RE: FMA
Sent (Just so he doesn't get 30 copies). Neath Southern Skies -http://home.pacific.net.au/~southernskies/ [mkw] Admiral Peter Rollins; Task Force Zulu [DitD] Captain Puppilier > -----Original Message----- I > am
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: 02 Nov 2000 09:15 GMT
Subject: RE: FMA
> ----- Ursprüngliche Nachricht -----
From: damosan@c...
Date: Sun, 23 Feb 2003 16:48:58 -0500
Subject: FMA
Hello listers, I just got back from the 'con where I played two games using the FMA system. I know FMA is under development and that there is a testers lists -- what I'd like to know is if it's possible to get a semi-recent copy of the rules? It doesn't have to be the latest and greatest by any stretch of the imagination. Just somewhat recent. Damo
From: Richard Kirke <richardkirke@h...>
Date: Sun, 23 Feb 2003 22:03:11 +0000
Subject: Re: FMA
> what I'd like to know is if it's possible to get a semi->recent copy of Wouldn't we all! Go on Jon, when can we see FMA beta?
From: Corey Saltiel <corey@a...>
Date: Sun, 23 Feb 2003 14:16:22 -0800
Subject: Re: FMA
> On Sunday 23 February 2003 02:03 pm, Richard Kirke wrote: Appologies for being out of the loop - but what's FMA?
From: Prankster <prankster@b...>
Date: Sun, 23 Feb 2003 22:23:31 -0000
Subject: Re: FMA
> > Go on Jon, when can we see FMA beta? Ah, now that would be too easy. First you have to fill out form 593b in triplicate. It's actually, if I recall correctly, Full Metal Anorak. Though it's been a while since I followed the list properly. So saying, I do still have the originals that were posted many moons ago.
From: Richard Kirke <richardkirke@h...>
Date: Sun, 23 Feb 2003 22:54:16 +0000
Subject: Re: FMA
> Ah, now that would be too easy. First you have to fill out form 593b in Give me the forms, where do I sign... FMA is GZG's soon(ish) to be published low level skirmish game. It is still in the testing stages, and I am not on the playtesting list, about which I am slightly upset. Not for any good reason, other that the fact I can't play it yet
From: Allan Goodall <agoodall@a...>
Date: Mon, 24 Feb 2003 08:00:57 -0600
Subject: Re: FMA
On Sun, 23 Feb 2003 14:16:22 -0800, Corey Saltiel <corey@axcelerant.com> wrote: > Appologies for being out of the loop - but what's FMA? FMA stands for "Full Metal Anorak". An anorak is a type of raincoat thingie that is stereotypically associated with British gamer geeks. FMA is the name of the opposed die roll system found in Stargrunt II. When people here talk about FMA as a separate item, they are probably talking about what's more accurately called FMAS on the playtest list, or "FMA Skirmish". This is a new game that Jon's been working on for a few years. Each figure represents one person, but the scale is at 1" = 2 metres.
From: Allan Goodall <agoodall@a...>
Date: Mon, 24 Feb 2003 08:04:28 -0600
Subject: Re: FMA
On Sun, 23 Feb 2003 16:48:58 -0500, Damond Walker <dwalker@syncreticsoft.com> wrote: > I know FMA is under development and that there is a testers lists -- It's not likely. The "current version" wasn't sent out to us on the playtest list. There's a version Jon put out about two years ago, with amendments from a couple of e-mails from Jon. So, any "current version" has been compiled personally by us on the mailing list. I suspect that Jon won't release anything here yet. We're waiting for the latest manuscript for FMAS on the playtest list. There are some new mechanics that haven't been completely tested, and so I would be very surprised if Jon released it over here...
From: damosan@c...
Date: Mon, 24 Feb 2003 09:06:56 -0500
Subject: Re: FMA
> It's not likely. The "current version" wasn't sent out to us on the Which begs the question -- who do you have to talk to in order to get a copy of the "compiled" version? Should I send an email to Jon asking to join the test list first? Damond
From: Laserlight <laserlight@q...>
Date: Mon, 24 Feb 2003 09:19:29 -0500
Subject: RE: FMA
> I just got back from the 'con where I played two games using the FMA Unless JonT has been really busy this weekend, there is no compiled beta; there is the alpha (which is in the main list's archives somewhere, I think) plus a lot of complications suggested by the test list. I'd bet that the different scenarios from this weekend each used different mechanics for one thing or another.
From: damosan@c...
Date: Mon, 24 Feb 2003 10:23:29 -0500
Subject: Re: FMA
> Unless JonT has been really busy this weekend, there is no compiled The common thread between the two FMA based games I played this year was the D4-D12 progression which works very neatly. Other than that each game had it's own little twist or addition. As to getting a version of FMA the list archives are your buddy. I managed to find a five part post by Jon from 1999. It's old but it will have to do for the time being.:) Damond