[GZG] FMA multiple activations [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

1 posts ยท Mar 9 2009

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

Date: Tue, 10 Mar 2009 09:31:06 +1100

Subject: Re: [GZG] FMA multiple activations [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

Here's a bit of a thought raided from the ECM mechanic and another 6mm game
(can't remember the name).

At the start of each turn, the highest ranking officer rolls a Q die. The
*difference* between the 2 dice is the number of "activation" chits the winner
gets for turn. Only units that have already been activated can use the chits
(to stop a player swarming the enemy on the first activation).

If the normal "passing activations" mechanic is retained, the usual
limitiation on the number of command levels needs an eye kept on.

Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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