Movement thoughts for FMA from Mike - my reply :)

1 posts · Aug 10 1999

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, that’s 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 can’t 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
doesn’t say I can’t 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 you’re going to have to track who is "in combat"
and who isn’t....

---- Well, I have to agree. There are one or two lawyers (or people
with honestly differing views) in every mix.

> But I don't

Couldn’t agree more. So how do we define "in combat" then, or more
specifically, when can and when can’t 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.