[GZG] FMAS: Hand to hand combat.

2 posts ยท Apr 4 2011 to Apr 4 2011

From: Robert N Bryett <rbryett@g...>

Date: Mon, 4 Apr 2011 13:30:29 +1000

Subject: [GZG] FMAS: Hand to hand combat.

I wonder if I could tap the list for some guidance on how hand-to-hand
combat is supposed to be handled under the FMAS rules. My copy of the "draft
rules" seems to contradict itself. At one point it says:

"Both figures roll their QUALITY dice - highest roll scores a WOUND on
opponent, if score is MORE THAN TWICE opponent's then hit is a KILL. If
a figure is using a specialised close-combat weapon, or is in Power
Armour, DOUBLE their score. This is cumulative, so a PA trooper with a
close-combat weapon will actually QUADRUPLE his roll."

In other words the QUALITY die is key, and all close-combat weapons are
equivalent. However, later in the document is:

"To cost a close-combat weapon, simply add its WEAPON die and IMPACT die
value together."

And it goes on to give examples of WEAPON and IMPACT die values for bare hand,
knife, sword, club etc.

Does my copy of the draft have a section missing? How are other players
handling this?

RNB.

From: damosan@c...

Date: Mon, 4 Apr 2011 09:32:53 -0400

Subject: Re: [GZG] FMAS: Hand to hand combat.

re: FMAS Close Combat

I believe what you are seeing is a gap between the envisioned basic FMAS and
the advanced rules which introduce impact and armor to close combat.

I've tried it both ways (basic quality vs. quality and impact+armor)
and prefer the former. Introducing impact & armor to close combat can
lead to strange mega-duels where two models fight in close combat the
entire game. But to each their own.

[slight topic shift] You'll find that FMAS is a good skirmish kit to
run games in just about any genre - you'll have to hack on it for a
bit to make it your own. When I first started using them I often
referred back to SG2 for topics not covered by the gzg-l FMAS alpha
post. This helped quite a bit. these days I just wing it like a mad
man.  :)

D.