The close combat issue.

From: Peter Ramos <primarch_at_...>
Date: Mon, 19 May 2003 11:09:17 -0400

Hi!
 
You guys have jogged my memory and I remember some of the conversations
we have had in the past that were under increasing the decisiveness of
close combat. I think before mentioning alternative to "fix" it one must
clearly lay out the problems:
 
1. Close combat is NOT decided in ONE turn, it tends to drag one
for several, especially when large.
2. You only "take ground" by totally wiping out the other side,
there is no middle ground and no retreat before annihilation sets in.
 
One way to resolve close combat in one turn is to have "unpinned"
survivors make an additional 5cm move and engage the closest model and
fight another round of close combat. Repeat until one side annihilates
the other. It's decisive and it takes one turn. You don't need to add
any more rules and the close combat mechanic stays as is. It has its
problems, such as resolving HUGE fights in one turn while all the rest
just watches, and there is no provision for supporting since its done
before help can be sent.
 
Another is to just add "pushbacks". This is similar to all those ideas
being thrown about and involves modifiers and such. It adds significant
details to the system which may not be a good idea. As mentioned before,
the core mechanics can only take so much before they break under the
stress of so many rules additions.
 
After much thought I came up with some middle ground to remedy these
points but keep new mechanics to a minimum.
 
Alternate idea for close combat
 
Close combat will remain the same up until the point the first turn of
close combat ends. At this point all unpinned surviving models will roll
for morale (once per the detachment involved). Those that make the roll
can make a 5cm move and re-engage in close combat and fight ONE turn and
ONE turn ONLY or additional close combat. Bonuses from outnumbering in
the previous turn do not "carry over" to this "extra" turn of close
combat. Once this additional turn is done each SIDE (meaning each
opposing player) rolls 2d6 and will add or subtract the following:
 
+1 for every casualty inflicted on the opponent in close combat
+1 if you out number your opponent by less than 2 to 1
+2 if you outnumber you opponent between 2 to 1, but less than 3 to 1,
add +1 for every interval the ratio increases (+3 if outnumbers more
than 3 to 1, but less than 4 to 1, etc.).
+1 for every elite detachment on your side
-1 if opponent has units that cause fear.
-1 opponent in cover (any terrain feature that confers a -1 penalty to
firing)
-2 opponent in building (and you are not, if both in terrain feature
then NO bonus).
-3 opponent in fortification
 
The loser of roll retreats all his forces from close combat a number of
cm's equal to his modified roll, or if preferred a flat 10cm.
 
We'll commence poking holes through this, since I know I must have
forgotten something.
 
Peter
Received on Mon May 19 2003 - 15:09:17 UTC

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