[SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

4 posts ยท Feb 5 2004 to Feb 7 2004

From: Mark Donald <mark.donald@f...>

Date: Thu, 05 Feb 2004 09:10:07 +0100

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

I like this system too. However, I don't think the extended life expectancy
for power armour troops is really the problem. Like you say, that
instinctively feels ok. What I'm not so sure about is the same level of
immortality being handed to troops in D6 armour hiding behind hard cover and
in position. Now they have an armour rating of 6 and can't be killed by any
small arm in the game. Equally, D8 troopers in hard cover are in the same
heavily armoured boat and D6 troopers in hard cover can only be killed by
Gauss rifles. This feels less acceptable. Dudes standing behind walls must get
killed all the time.

My aching brain can't come up with a smooth solution but thoughts include
giving a kill to an impact die that just doubles the armour rating rather than
exceeds it.

Or maybe not distinguishing between kills and wounds at this stage. All
casualties are treated as just that. You only know whether they're dead or
wounded when you re-organise to provide medical attention. At that point
you
roll the standard 1-2 Dead 3-5 Wounded 6 OK. This would have two
advantages. Firstly, it speeds up the combat resolution a little more (by
ditching the randomise dead and wounded stage). And secondly, I know exactly
what you mean about death relief. And then the immediate guilt afterwards. It
always feels a little callous, not to mention wrong, to feel glad when the
poor sod is dead because at least now you don't have to cart his useless ass
around the battlefield. This way you're forced to check on the status of all
casualties or risk morale problems for abandoning a comrade before you even
bothered to check whether he's dead or alive.

Mark

> agoodall@att.net wrote:

> This house rule is part of my quest to speed up combat resolution in
The
> armour rating is equal to the armour die in the book divided in half.
For
> example, a figure with an armour rating of D8 would have an armour
These
> dice are compared to the armour rating of the figures in the squad. If

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From: Allan Goodall <agoodall@a...>

Date: Thu, 05 Feb 2004 15:17:54 +0000

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

> Mark wrote:

> What I'm not so sure about is the same level of immortality being

It's these kinds of comments that led me to posting the rules. They need the
mailing list to shake them out to see if they work, and to see what doesn't
work. I'm glad to see people are at least thinking about this set of rules.

> Now they have an armour rating of 6 and can't be killed by any small

They can't be killed _outright_ with a single shot doubling the armour.
However the figures can be killed. The figure could be killed by receiving two
hits in the same fire combat, and the figure could turn out to be dead after
being treated by a medic. So the figures aren't immortal.

In the few playtests I've done, it wasn't really a problem. I'd love to see
reports from other people playtesting the rules.

> Dudes standing behind walls must get killed all the time.

Realistically, the chance of wounding behind a wall should go way down, but
the chance of being killed should go up. That's a level of complexity that I
don't think I want to get into! Phoenix Command handles it, but precious few
other games do.

> My aching brain can't come up with a smooth solution but thoughts

I like this, actually. One of the conceptual problems I've had with SG2 is
getting my mind around beating double the armour roll to kill a figure. For
some reason beating the other guy's die roll is an easy check, and doubling
the other guy's die roll, or more, is an easy check, but there's an extra
mental calculation step for beating double the other guy's roll.

Now, would this have a major negative effect on lower armour quality troops?
D4 troops (armour rating 2) would be killed on a roll of a 4 or more instead
of a 5. D6 troops (AR 3) would be killed on a roll of a 6 or more instead of a
7. D8 troops (AR 4) would be killed on a roll of an 8 or more instead of a
9.

This means that D4 troops would be killed 60% of the time with D10 impact
weapons. That's pretty high, even for unarmoured troops, but maybe that's not
all that bad a thing.

> Or maybe not distinguishing between kills and wounds at this stage.
All
> casualties are treated as just that. You only know whether they're

This works for me. It adds incentive to do medical attention on squads. I find
that most of the time I don't really bother too much. Unless a squad is really
cut up and could use a guy getting back on the line, I don't spend the action
reorganizing them. If the "dead" guys were just casualties, I would reorganize
them.

It also lends an interesting bit of "fog of war" to the game. You don't know
which guys are dead, which are wounded, and which were grazed and are now
cowering. All you know is that guys are down, until you do a reorganize. (At
some point someone will mention

Also, this is how Jon's quick-play rules in the actual rulebook work. It
even speeds up play a little bit, in that you don't have to roll two sets of
casualty dice (one set for the guys who definitely died, one set for the guys
who are wounded)!

For instance, a squad of eight guys in D8 armour behind soft cover is hit with
Advanced Assault Rifle fire (D10 impact). There are five potential casualties.
The attacking player rolls 5D10. The rolls are 1, 3, 6, 7 and 10. The Armour
Rating is 5, so three guys are wounded. If they are all just "casualties", you
now roll 3D8 to find out which guys were affected. You don't have to make one
roll of 1D8 to see who the dead guy was and one roll of 2D8 to determine the
wounded guys.

> This way you're forced to check on the status of all casualties or

Yes, I like this Mark! The next time I try it, that's what I'll do!

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Sat, 7 Feb 2004 12:20:54 +0100

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

[quoted original message omitted]

From: Glenn M Wilson <triphibious@j...>

Date: Sat, 7 Feb 2004 08:01:32 -0600

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus ArmourProcedure)

Well, I wonder if 'ready made shrapnel" from the wall bits breaking off
from the bullet/shell hits on the wall itself would increase the number
of hits thus increasing the number who die from shock/blood loss before
given sufficient medical care (ex-USAF medic guessing on this issue.)
Three shell fragments is bad, that plus 3 brick/rock/wood bits is more
then twice as deadly...

Gracias, Glenn

On Sat, 7 Feb 2004 12:20:54 +0100 KH.Ranitzsch@t-online.de
> (K.H.Ranitzsch) writes: