RE: [NetEpic ML] Digest Number 1216

From: Jervis Johnson <jervisj_at_...>
Date: Fri, 16 May 2003 13:12:59 +0100

<<LURK MODE DEACTIVATED>>

> Date: Fri, 16 May 2003 05:50:39 -0000
> From: "Gustavius Q Knackerthrasha" <justin.hewlett_at_...>
> Subject: Close combat..
>
> This simply prompted a long discussion about close combat.. In the next
> few weeks we hope to test a few of the rules to try and make you
> carefully choose where and when you initiate Close Combat.. <snip>
>
I know I shouldn't really get involved on this, but this emaail peaked my
interest as it touches on one of the areas where I feel that the SM/TL is
really rather weak. Basically, SM/TL relies almost completely on attrition
as a method of deciding who wins a close combat (i.e. it's pretty much 'last
mand standing'). This can make them drag on for a bit. On the other hand if
you read books on modern warfare, one of the things that they emphasise is
that assaults tend to be bloody but brief, and that one side or the other
will either run off or surrender very quickly. Both E40K and now E:A try to
address this problem by ensuring that after a round of combat has been
fought there will always be a result, and this result will force one side to
fall back away from the combat. In E:A this is done by having _each_ side
roll 2D6. Then each player takes the higher of their two dice rolls and adds
modifiers from the following chart. Why two dice? It makes the result less
random than using a straaigh D6 while still allowing for some extreme
results.

The player with the lower roll has to fall back (make a double move away
from the enemy). If there is a tie then another round is fought
_immediately_ (very bloody ; )). I'm not sure how easily such rules would
translate to the NetEpic, but you might want to give them a try...

> 1.12.7 Assault Modifiers
> (cumulative)
> For each kill you have inflicted during the assault
> +1
> You have more units than the opposing formation
> +1
> You have more than twice as many units as the opposing formation +1
<Snip modifiers for blast markers, perhaps give a +1 for having charge
orders?>

Best regards,

Jervis Johnson
Head Fanatic

<<<LURK MODE RESTORED>>
Received on Fri May 16 2003 - 12:12:59 UTC

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