From: Thomas Barclay <Thomas.Barclay@s...>
Date: Tue, 10 Aug 1999 10:29:17 -0400
Subject: Re: Movement thoughts for FMA from Mike - my reply :)
> ** First: Standard move action (1 action): 6". Standard Combat Move Where do you get a move of 6" from? I quote from the original email from Jon T of 09/07/99: <snip> I was using the "typical normal figure" value of 8". ---- I was stepping into SG2 mode there - I thought your discussion (in that part) referenced SG2 particularly rather than FMA. I see what you were saying now. But I was still under the impression that the combat move was 2 dice versus a set figure for a normal move so the point (though the numbers differ) is the same. Combat move gives more max range and perhaps a greater average move. > ** Well, if you interpret (as some do) some of the stuff in the Yes, thatÂs Reaction Fire. ---- Exactly. Though I was sort of under the impression it only applied in CC. (though most folk let it apply in full move cases too). Not sure what the books says (don't have either copy here). <snip my comments> While I agree very much with your thinking here, as the rules stand at the moment, the combat move is NOT the only form of movement allowed once combat is initiated. There is nothing to say that you canÂt use normal movement at any time. Hence my previous argument. Now, you and I being "sensible wargamers" will probably use the combat move because a) its more realistic and b) the element of risk makes the game more interesting. However, there are some people out there who will say "It doesnÂt say I canÂt do it in the rules". Therefore we must legislate if we want to enforce the random combat move once in combat. Next problem then: define "once combat has been initiated". After the first shot has been fired? What if the shot was from a silenced weapon? Once the figure sees an enemy figure or is shot at? Now youÂre going to have to track who is "in combat" and who isnÂt.... ---- Well, I have to agree. There are one or two lawyers (or people with honestly differing views) in every mix. > But I don't CouldnÂt agree more. So how do we define "in combat" then, or more specifically, when can and when canÂt a figure use normal movement rather than combat movement. Any suggestions anybody? ---- Okay, how about this: using the fixed movements is a non-starter once a unit is in-combat - that can be defined as 1)an enemy unit within LoS <except in an ambush>, 2) shots have been fired on the board somewhere with unsilenced arms <you know there is shooting nearby, you don't march>, 3) Your intelligence tells you (pre-game brief or comm call) that the enemy is very present in the map grid (game board) you are in (then its a precaution). ---- Mind you, my other point still remains: In an individual game, you need to reflect a wider range of movement options than you do in a squad game. Even combat movements there must be a variety within - as the fast combat crawl, the A2C up-n-down, the cover-to-cover dash are all fairly distinct movements, as would patrolling be <cautious advance - no jumping up and down unless shot at, but being ready to scatter/go-to-ground>. ---- Anyway, it certainly is an interesting set of problems to wrestle with. Maybe it calls for (a la SG2 fire combat) a quick system with combat move/normal move and a more detailed system with a variety of move types (dashing, cautious advance, march, bounding advance, rout, crawl). That would kind of let the game run quick and dirty for those that want a real fast game or want real big skirmishes. For those of us that like more texture, the more advanced system could be used.