Stargrunt 2 Morale Questions and some Close Combat

1 posts ยท Aug 20 1998

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Thu, 20 Aug 1998 11:32:04 -0500

Subject: Re: Stargrunt 2 Morale Questions and some Close Combat

Regarding Tony's point on the loss of morale due to having injured
guys around - here's the 0.02 solution. Count each wounded guy as
half a dead guy, then if you have two wounded guys, its equivalent of one dead
guy. (round in favor of the defender).

I like the suggestions, as I know will one of my friends (hi Gary)
who is very pro-morale and likes to see troops route before suffering
unbearable casualties (or fighting to the last man quite often).

Now, I think you have to think of an easy way to bring this into close combat
though. It doesn't have a lot of sense to have two differing sort of morale
behaviours.

Also, has anyone thought of the issue of odds affecting close combat die
rolls? (I may be missing something rules wise here, so please forgive if I
am). I know they affect the confidence rolls, but not the close combat
attacks. I know from my own limited experience that being outnumbered in HTH
is a bad idea, and being outnumbered in small unit combat is lethal.

If no one else has attacked it (and I'm not out to lunch on the rules), here
is a suggestion or two:
Attacker outnumbers defender 2:1   +1 die shift
Attacker outnumbers defender 3:1  +2 die shifts
Attacker outnumbers  defender 5:1 +3 die shifts
Attacker outnumbers defender 10:1 +4 die shifts
These shifts would be used on a per man basis (if one PA guy was facing 8
infantry close assaulting him, he (being worth two) would be outnumbered 4 to
one, and his attackers would get a two die shift). I think this shift should
be open ended but I'm open to suggestions and criticisms of the idea as a
whole.

Tom.

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