FMA SG2 CC Question

2 posts ยท Aug 25 1999 to Aug 25 1999

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

Date: Wed, 25 Aug 1999 11:35:29 -0400

Subject: FMA SG2 CC Question

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> Thomas Barclay wrote:

> Scenario:
away).
> Then says "I combat move up to that figure or unit". Rolls, makes

My decending list of preferences... 1. I say no CC. The guy didn't plan it out
ahead. He gets there and takes a point blank in the face. Maybe next turn he
can get a leader to give him an action. I don't think a firefight a point
blank is cheesy. I have friends to whom this has happened to for real. After
all firefights take place at 1 or 2 meters just like they do at 50 meters.
(remember the apricot story?)

** Problem is the other unit had already activated - which probably
really means was on his way to that position. So he has no action left. Let
him fire anyway? Makes the defender look like a flying Wallenda, with two full
move actions then a fire action (effectively).

** My problem with a firefight at under 2m (10m in SG2) is that I was under
the impression that in FMA systems that close assault implies knives, pistols,
and in SG2 grenades. So you really are having a close range FF by running a
CC.

2. He can CC after a +2 reaction check but the defender gets a free
reaction fire on him. (maybe no threat check on the defender or an option fora
free withdrawl?)

** Even if the defender has activated?

Why penalize the defender for poor planning on the attacker's part?

** Well, I wouldn't really want to, but the defender was (probably if we look
at this as continuous rather than broken up by fake activations) moving to
that positions, and the attacker just moved to it too.

Here is what I eventually decided made sense: If you will be moving to within
3" of an enemy squad or figure (6m in FMA, 30m in SG2), then effectively you
will be going for CC. If you decide to try this kind of a movement on the
second half of your turn after doing something else, I'll let you make an
initiation check normally (your normal roll). When you arrive however, your
opponent
will be allowed to attempt to engage you coming in - a free reaction
fire. He'll test as normal reaction fire - Reaction roll at +2. If he
makes it, he'll engage you at point blank range. You'll defend on a d4
(regardless of your movement). If you surive this, then you close assault. So,
if you do this into the face of a prepared defender on
OW, he'll test as normal (no +2), and if you do this in the face of an
unactivated unit, he'll get his normal reaction fire test, plus this special
test. So your odds of making it up to your opponent are pretty crappy. That
should discourage this, but not make it impossible. If you make it, we fight a
normal CC.

Note, in general, if you can't see the close assault coming (it comes through
woods or around a corner), I make you automatically stand for
it - no roll required. Otherwise, after the enemy initiation, you
should test to stand.

Here is another question:
You resolve CC initiation and stand-for-charge depending on odds
ratios. If playing with spotting or double blind, you have no idea how many
guys you are charging. So how do you resolve this? Buddy could
think he's charging  one guy, or he could be charging a platoon - he
has no idea. I'd say if you don't have a good idea, test at +3
(simulates the fact uncertainty is worse than knowing in some cases).

Tom

From: Los <los@c...>

Date: Wed, 25 Aug 1999 11:35:13 -0700

Subject: Re: FMA SG2 CC Question

> Thomas Barclay wrote:

> My decending list of preferences...

When you say "other unit" do you mean the attacker that started this mess
inthe first place or are you talking about the defender? If both are done
activating for the turn then there is no porblem either a leader sedns one of
them another activation or they just pick up where they left off last turn.
(I'm probably missing something here...)

> ** My problem with a firefight at under 2m (10m in SG2) is that I was

My impression of CC is that they are using any and everything, just happens to
be at point blank. CC in games is already far more prevalent than it is in
real life.

> 2. He can CC after a +2 reaction check but the defender gets a free

> ** Even if the defender has activated?

A defender can always fire on a attacker entering CC If the attacker fails to
make it to the CC during a combat move (per rules) so this is just an
extension of that situation. The defender has had plenty of time to see the
enemy coming since it took an entire activation to get there as opposed to a
successful first action combat move. No difference. Of course with them both
arriving in theame turn then a reaction test is in
order...

> Why penalize the defender for poor planning on the attacker's part?

Well the defender got there first hence the importance of initiative and
picking who gets activated when.

> Here is what I eventually decided made sense:

OK this is more or less my option two.

> Note, in general, if you can't see the close assault coming (it comes

I do this too, hence that messy situation with the Kra'Vak and that vehicle
the other night.

> Here is another question:

Interetsing. You know if you use hidden units then low spotting (successful)
rolls could only reveal some figs (Gotta work on that one). Anyway a good
rule.