FMA Skirmish Questions

9 posts ยท Jan 6 2001 to Jan 8 2001

From: Barclay, Tom <tomb@b...>

Date: Fri, 5 Jan 2001 20:16:58 -0500

Subject: FMA Skirmish Questions

Getting ready for Lancaster....

Thinking about FMA (from the manuscript) has formed in my little cranial
cavity some questions about the game, about what the original draft manuscript
means in a couple of places and about areas it is contradictory or silent.
You'll note some of them are reflections on
similarities/differences with SG2 and some oddities that these produce.
I realize FMA Skirmish is a different ruleset, but I prefer that rules that
can be homogenous (DS2/SG2/FMAS) are homogenous where possible.

So, here are some questions/thoughts for feedback.

Perhaps even St.Jon^3 will have something to add.

1) GROUNDSCALE

Quote: in FMA,everything is as it appears to be on the table - if you
can
hide your figure behind something, he is hidden - if not, then he isn't!

Thought: Does this mean we must have kneeling, standing and prone versions of
every figure? It sure seems to me that I'd want to be able to kneel behind a
brick wall or go prone if out in the open (or perhaps behind the same wall so
as not to be seen). If this is a totally WYSIWIG game, Jon's foundry better
crank up to make some of the popular figs (mercs, NAC, ESU, etc) in lying and
kneeling poses.... or this had better be rethought a
little. Also, note the game system currently has _NO_SUPPORT_ for
kneeling or going prone. That seems like a huge shortage in a skirmish game.

2) RANGE BANDS

Thought: Even with doubled range bands (aimed fire) a combat rifle can only
fire 72" which translates to 144m. This would be 14" in SG2, which isn't even
the end of the second range band of regular troops. It is far short of
400-500m commonly acheived today on ranges with standard rifles like the
Steyr or M-16. Even if we assume that the figures aren't hitting as well
as they would on a range (reasonable), 144m seems a bit short for a rifle!

Thought2: Range bands as a product of troop quality would be much more
appropriate (or so went the logic in SG2, and I agreed with it there). Base a
range band off of unit quality like in SG2 and have each weapon have a
multiplier. It wouldn't make a lot of sense that in SG2 troop quality had
enough impact to affect range (because it is the training of the troops
shooting, not the quality of the weapon system like in DS2) but that the same
quality would not play a big role in range in FMA.

3) SKILLS

Questions: How do skill levels and experience level/quality of a figure
relate? Do I use the quality/experience die or some weapon skill die for
firing my weapon?

4) MOVEMENT

Question: No combat move? Are all move modes (crawl, duckwalk, walk, jog,
run, run-for-your-life) equivlanet?

Thought: Moves have been setup differently (8" reg infantry, 10" light inf)
than SG2 where many other things parallel. Yet PA still moves 12". This is
interesting. But Slow PA moves 8". So the fastest PA is now not twice as fast
as normal infantry, only 50% faster. There are a number of rationalizations
for this but it is an interesting point.

5) SUPPRESSION

Question: Wasn't there a discussion of multiple suppressions? Was there any
consensus?

Thought: Allowing up to 3 like SG2 does would effectively allow you to pin a
figure. If you did this, more than 1 suppression should pin a figure in the
open (rather than having them flee for cover). The figure would, if the game
system supported it, go prone of course!

Note: There is a reference to a COMBAT MOVE die in the suppression in the open
section when no such move exists in the movement section. Also there is a
reference to supression marker(s) in this section... suggesting the thought of
multiple suppressions was in mind when this was written.

Thought: In urban warfare, you might choose to suppress a doorway or window by
firing through it to cover an advance (rather than just overwatching).
This should be an option - you could then place a suppression counter on
that opening and anyone using that opening to engage a target or to move
through would be attacked at the point where they became visible.

Question: Which is right? Suppression vs. Heavy armour Quote: Example: a
trooper in Heavy Powered Armour has an armour rating of D12x2 (ie: a
multiplier of 2). Later in the work, heavy PA is given a d12 for armour. Which
is correct?

6) DETAILED FIRE RESOLUTION

Thought: If the game was to support kneeling/prone characters, your
cover die would be determined by a combination of how much of you was exposed
and the type of cover you are using.

7) CLOSE COMBAT

Question: If CCs are resolved immediately, you can't quite ever get a
"furball" or gang up on someone - they only ever end up fighting one at
a time (so a PA trooper can't be swarmed by five guys with sticky
mines...).
Is this correct? If so, should there be coverage of "joint activation for
close assault"?

8) OVERWATCH

Thought: The rules as written let you trade an action (which might have
followed a fire action!) with an OVERWATCH action - which is both an AIM
and a FIRE effectively. Considering how harsh the reaction fire rules are
(penalizing you an action effectively), it seems overly generous to make
overwatch fire aimed fire if the action beforehand was not an aim! It also
would be good to stipulate the action preceding OVERWATCH can't be a firing
action.

9) ISOLATION

Thought: Try this excercise. Put the newbie green guy at the back of a squad.
Move the squad in order. The newbie will probably become isolated
whereas in actual real-life he'd just be humping along behind the other
guys glad to be the furthest from danger (being a newbie, he wouldn't realize
the
danger to tail-end charlie). The rules make Isolation rather easy to
acheive. I might be tempted to up the isolation distance to greater than one
move distance! I understand the goal with this rule, but I think the
implementation leaves something to be desired. Plus isolation in the open
would probably have you seek cover rather than just stand there (it does
happen, but as many people go for cover or back away as just stand stupidly).

10) COMMAND RADIUS

Thought: In SG2, the squad leader can activate his whole squad from 60m
without a communications roll. In FMA, it's limited to 24m if he's elite, 16m
if he's regular. Something seems askew. Killzone or Warzone (always confuse
the two)had a concept of forces with or without headsets and such a concept
might apply here. If you have local comms, you should be able to
activate for say 50-100m in urban terrain or 250m otherwise. At least
the 60m in Stargrunt (I assume they have in mind for you to use local short
range commo for this... I can't imagine yelling 60m - yelling should be
2").

11) VEHICLES

Thought: In SG2, vehicles were intentionally made weak - the game wasn't
about vehicles. So they could move and fire one gun generally - the
whole crew treated as one unit. Fasinatingly, I'd have thought FMA would keep
them weak but with each crew member allowed to act (far more realistic, I
might say), they are WAY more dangerous than in SG2. Won't this hurt the
Skirmish feel of FMA? <assuming that powerful vehicles would have hurt SG2>.
Doubly so given the crew commander can reactivate his people.

12) LAW/IAVR:
Thought: Max range is 100"... 200m. That's okay for an IAVR (still short of
what it is in SG2, but tolerable) but it is waaaay short for a shoulder fired
GMS. And you'll be far more accurate with one of these in SG2 I suspect than
under the model proposed in FMA.

13) GAS ROUNDS:

Question: The rules mention that a sealed environment guy must spend some time
clearing his filters or whatever if he blows his quality roll. But nowhere
does it say what happens to unprotected forces.

That covers my questions/thoughts about the printed rules. I still have
a number of thoughts about rules not written or features that are missing
(HEY, I'M NOT COMPLAINING - it's a beta and it was only 14 pages!). But
I'll work those into another email later.

From: Allan Goodall <agoodall@a...>

Date: Fri, 05 Jan 2001 23:25:05 -0500

Subject: Re: FMA Skirmish Questions

On Fri, 5 Jan 2001 20:16:58 -0500 , "Barclay, Tom" <tomb@bitheads.com>
wrote:

> Thinking about FMA (from the manuscript) has formed in my little

Although most on the playtest list are in this group, I think you bring up
some good points, and so I will forward this to the playtest mailing list. I
have a lengthy reply which I will send to you and the playtest list.

From: Laserlight <laserlight@q...>

Date: Fri, 5 Jan 2001 23:19:02 -0800

Subject: Re: FMA Skirmish Questions

TomB quoth:
> realize FMA Skirmish is a different ruleset, but I prefer that rules

> 1) GROUNDSCALE

How about "if someone the size of your figure could hide" etc. I don't want to
try painting three versions of my trooper.

> the game system currently has _NO_SUPPORT_ for kneeling

"kneel, 1/2 move; go prone, 1/2 move + 1/2 move to get up", something
like that, and 1 or 2 levels extra cover or conceallment or whatever?

> Thought2: Range bands as a product of troop quality would be much

Logical. Hitting at 144m with a rifle may be trivial for some of you
real-world troopers, but

<much, much snippage>

> That covers my questions/thoughts about the printed rules. I still

I think it's more "a collecttion of thoughts" than a beta.

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Sat, 6 Jan 2001 13:25:35 +0100

Subject: Re: FMA Skirmish Questions

From: "Barclay, Tom" <tomb@bitheads.com>
> Getting ready for Lancaster....
You are right.
On the other hand, how often do you have a free line-of-sight of 72" in
a skirmish game? Often, you may not even play on a table of that size.
But yes, I would say that it would be good to have an extra-long range
band out to the table edge for most weapons.

Greetings

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

Date: Mon, 08 Jan 2001 08:45:57 -0600

Subject: Re: FMA Skirmish Questions

In message
<417DEC289A05D4118408000102362E0A34D346@host-253.bitheads.com>, "Bar
> clay, Tom" writes:
But I'll
> work those into another email later.

Whoa! I wondered WTF you were talking about. Did this document come across
here and I miss it, or has playtest started on an actual

From: Mike Stanczyk <stanczyk@p...>

Date: Mon, 8 Jan 2001 10:00:58 -0700 (MST)

Subject: Re: FMA Skirmish Questions

It came across the mailing list a while ago, maybe a year? Ask and I'm sure
someone else, who unlike me, has a copy right at hand, will email you a copy.

Mike

> On Mon, 8 Jan 2001, Andy Cowell wrote:

> In message
But I'll
> > work those into another email later.

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

Date: Mon, 08 Jan 2001 13:11:25 -0600

Subject: Re: FMA Skirmish Questions

In message <Pine.SOL.4.05.10101080959180.7931-100000@babu.pcisys.net>,
Mike Sta
> nczyk writes:

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

Date: Mon, 8 Jan 2001 19:56:06 +0000

Subject: Re: FMA Skirmish Questions

> In message
But I'll
> work those into another email later.

It was posted to the main list a while back, I'm sure someone will have
forwarded it to you by now! One point for everyone who has a copy to note:
it's not really even a Beta
- more a collection of alpha thoughts, cobbled together from various
testing drafts produced over a period of a couple of years! Hence there ARE
bits that don't fit with other bits, bits that don't make sense, bits that
seem to refer to other bits that aren't there, etc, etc.... it certainly
isn't even a complete playtest draft, and was never meant to be - it was
just intended as a "first glimpse" of work-in-progress, and to generate
some reactions and feedback from the list (which it certainly has done, and
many of the comments will shape the way it evolves towards a publishable
product).

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 9 Jan 2001 09:13:48 +1100

Subject: RE: FMA Skirmish Questions

Forwarded.

Whenever I get around to it, I've been updating my copy with any changes that
seem to work & have been posted to the list. I think I've still get 5 or 6
emails from last year that I need to add to my current copy but haven't been
motivated to do it yet.

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