While editing G Company today - fixing a spelling error and some other typos - I started to think about different ways to present the same information to the player (9x of 10 it's just my future self, so it might seem moot, but I do like to share with others in case someone might find some use in them). It probably doesn't help that I'm reading a book on tabletop game design and I'm in the process of putting together another set of rules ("back of postcard" type. I just enjoy the exercise of it all - this one probably won't be terribly robust - it's more to try out some concepts).
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Soviets overrun Company G as they try to hold onto Village M. |
Shooting:
All weapons roll 1d6 to hit, except for MGs. MGs roll 2d6 and keep the highest value.
MGs jam on two natural 1’s.
Weapons teams may not move and fire in the same turn.
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Since there are only a handful of modifiers, I thought why not just present the target numbers and their associated conditions instead? Indeed, when I created the original table, I created the modifiers by figuring out what values would hit in what situations. So, here's what I came up with (the weird spacing is a Blogger thing):
Shooting:
All weapons roll 1d6 to hit, except for MGs. MGs roll 2d6 and keep the highest value.
Weapons teams may not move and fire in the same turn.
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This is really the only table this applies to in G Company, but I think it raises an interesting question. Is one way better than the other? Faster? Easier?
I'll have to try it in a game to see if I feel it makes any noticable difference for good or ill.
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