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"Favourite team vs team firefight resolution mechanics?" Topic


5 Posts

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819 hits since 19 Jul 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Zelekendel19 Jul 2014 9:37 p.m. PST

From WW2 to Infinity (tm), what is your favourite firefight resolution mechanism between teams / groups / squads (generally composed of 10 or less individuals) that takes into account attacker / defender skills, situational modifiers, and suppression / morale as a direct result of shooting?

I'm familiar with the usual suspects: Chain of Command (which I do like), Force on Force (which unfortunately doesn't scale well with varying troop sizes), Stargrunt2, 40k and its ilk, as well as Rules of Engagement and various other WW2 sets.

Grumpy Monkey20 Jul 2014 5:43 a.m. PST

I always found the rules from Rezolution to work really well

Personal logo etotheipi Sponsoring Member of TMP20 Jul 2014 11:42 a.m. PST

With an obvious (publisher) bias, I like the QILS team combat system. It allows you to carry out group combat without losing the individual character of the skirmish game.

From your list, the rules do not implement morale/suppression. The scenarios do. Specifically, victory conditions are constructed to drive players to decide when their units should behave defensively and how much.

Zelekendel21 Jul 2014 7:15 p.m. PST

Hmm, I tried to crosspost, but the site was having problems, and now I see the crossposting didn't work. I'll just have to create duplicate threads in the relevant sections. Thanks for the suggestions so far.

Andy ONeill23 Jul 2014 10:29 a.m. PST

SG2

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