Continued muttering: When last we left Our Intrepid Game Designer (aka The Mad
Mangler),
units had 4-5 characteristics. I'd like to get that down to 2.
"Quality" would represent training and morale; "Equipment" would include
presence or absence of AFV's, high tech gear, and plenty of supply. However,
if we do Equipment that way, we can't represent units which are good on attack
but lousy on defense. I was thinking of making the artillery something like a
d4 or d6 equipment but allow the line unit it's supporting to upshift the
attack die; or it could add a support die analogous to a SAW in SG2.
comment?
> Laserlight wrote:
What are the 4-5 characteristics you've got so far?
How about being subtle and using the unit's mobility (grav, aerospace, track,
foot, or wheeled) and type (artillery, tank, transport, VTOL or Aerospace) to
decide a lot of the attack, defence, range and movement?
Then use Skill/Quality to modify this slightly? So that Elite armour can
move farther than Green armour, veteran artillery shoots farther
conscript/yellow artillery and so on?
Andrew Martin
ICQ: 26227169 http://valley.150m.com/
-><-
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> Noel wrote:
I think I'd prefer that there be no dice type for being out of ammo or supply.
Perhaps better would be no attack and no advance for the unit when out of
supply. And if attacked, the unit can defend with it's normal dice values but
must retreat towards a supply point during it's movement phase. That would
seem to cover the situation more sensibly, and stops players using out of
supply units as weak pawns.
> I think I'd prefer that there be no dice type for being out of ammo
I'd delete the "must retreat" since a) how to you apply it to trapped units eg
stalingrad; and b) if you've got no supply, you may well be out of fuel and
*can't* retreat.
> Chris wrote:
Sounds reasonable to me. Perhaps add that if the unit is attacked on
successive occasions while out of supply, the unit's quality/skill
degrades one dice type after each attack. So Elite at D12 and out of supply is
attacked, and defends at D12, then it's skill drops to D10 for the next
attack, and so on.
Move distance can be tied to movement type (Wheel/Track/Grav) so would
not need to be listed again
Michael Brown
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