From: Thomas Barclay <Thomas.Barclay@s...>
Date: Mon, 19 Jul 1999 13:59:44 -0400
Subject: Groppos and Combat Moves - FMAish
The Beast spake thus: Anyway, we all know that the space services are staffed with far more noble and brave fellows than the rabble that are found amongst the groppo's. ;->= ** Doug, next time you vaccuum-jockeys are looking for a place to refuel and rearm, or for that matter recruit, remember that it's we rabble that fought, bled (whatever lead bleeds...), and died (often from bad die rolling) over that piece of real estate you space-cadets orbit.... the infantry has been around since the dawn of warfare and will be around long after we no longer need starcraft anymore...:) <not that my sympathies are showing....> <grin> On the matter of combat moves: In SG2, 2 dice makes some sense - you can't coordinate a squad as well as you would like. But, OTOH, anyone who has tried to run through the bush in paintball will tell you how far you go through unknown bush is sort of a random quantity because the footing, rocks, etc. all tend to have random effects, and you can hurt yourself if you are too stupid. The same is true in urban settings with lots of rubble. How about this: A combat move in the open or in something like a featureless corridor (flat ground, no possible impedance) is 2x normal move. A combat move in any sort of close terrain (urban with rubble, bush, desert sand dunes, etc) is a 2dice (or 1 dice times 2 if you like risk) roll. It's not that you don't know where you want to go, as I've found out many times in paintball, it's that you don't get there as quick as you thought/wanted/needed. :)