[FMAB] FMA Brigade

2 posts ยท Jan 9 2002 to Jan 9 2002

From: Laserlight <laserlight@q...>

Date: Tue, 8 Jan 2002 23:17:30 -0500

Subject: [FMAB] FMA Brigade

> Offlist, Andrae Muys wrote:

*I'm* not a professional...well, I'm a professional at sales, often known as
"sounding convincing despite not having a clue". I gather I'm succeeding.
:-)

> but a concept I think might be

Yep, I was thinking something like "every day of combat drops you a quality
die, which you can attempt to regain if you're in supply and spend time
regrouping".

> This would map into game terms as a units having (among other

This is pretty much along the lines I was thinking of, glad I'm not unusually
delirious.

> A unit can spend time re-organising to increase cohesion.

One of my sticking points is to distinguish between "disorganized"
ineffectiveness and "casualties". If your battalion is down to 125 men, all
the reorganizing in the world is not going to bring you back up to peak
effectiveness, and neither will feeding in reinforcements peacemeal....as you
just said. But what I need is a graceful way to keep track of what is
repairable in the short term and what takes a month in a rear area to fix.

Possibly I need a "quality" die, which is repairable, and a "firepower" die
which is not. But then we have to figure out which one takes damage.

> Having written this much, it occurs to me that simply by renaming

From: Laserlight <laserlight@q...>

Date: Tue, 8 Jan 2002 23:36:21 -0500

Subject: Re: [FMAB] FMA Brigade

I said:
> Possibly I need a "quality" die, which is repairable, and a
die
> which is not. But then we have to figure out which one takes damage.

To which I reply (yeah, we talk to ourself, what of it?): This could eliminate
the need for an "attack" and "defense" die, as instead you could use
"firepower" and "quality", or something like that. An artillery unit could
have one high and the other low, to reflect that it is good on attack but poor
on defense (its own, up close and personal defense). And come to think of it,
arty doesn't usually destroy a combat unit anyway, right? Just disrupts it so
the grunts can have an easier time as they go in and assault. Okay, now we
have to work out how to resolve combat. Things To Do Page
4,
Column 3, Line 17....