Groppos and Combat Moves - FMAish

3 posts ยท Jul 19 1999 to Jul 19 1999

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. :)

From: Jerry <jerrym@c...>

Date: Mon, 19 Jul 1999 14:37:12 -0400

Subject: Re: Groppos and Combat Moves - FMAish

> On the matter of combat moves:

Isn't this already factored in by move restricitons due to terrain????? I
didn't think the "combat move" die roll had anything to do with terrain, since
even its results are modified by terrain.

I think people are confused on what exactly the "combat move" in SGII is.

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

Date: Mon, 19 Jul 1999 15:20:05 -0400

Subject: Re: Groppos and Combat Moves - FMAish

In message <007201bed215$b7a45920$309f413f@jerry.cvzoom.net>, "Jerry" writes:
> >

I haven't gotten that sense. You're looking at two different factors:

Contolled movement; i.e., moving carefully from one spot to the next. You will
obviously be able to do this faster on a road than through a swamp, hence the
terrain modifiers.

Uncontrolled movement (combat move); i.e., running all out for that small
patch of cover before you get shot. The idea is that you are more likely to
have immediate problems (roots, bricks, etc...) interfering with this
movement, and can't know for sure what rate you will be able to move at. This
is still modified by the terrain you're in, but also by the fact that you are
attempting to move much faster than normal through that terrain.