DanLewisTN | 31 Oct 2016 9:29 a.m. PST |
I like the rules pretty well but one thing bothers me. There's no adjustment for close range (at least none that I know of). Seems to me if a pistol shot is atttemted from ancouple inches distance That ought to have a much higher probabilit of a hit. And at that range seems like the prone adjustment would be lost. Any thoughts on this? |
Ed the Two Hour Wargames guy | 31 Oct 2016 11:37 a.m. PST |
What version do you have? |
Herkybird | 31 Oct 2016 12:12 p.m. PST |
I always assumed the shorter range was no better due to the panic of being so close to another chap with a killing machine! |
DanLewisTN | 31 Oct 2016 1:29 p.m. PST |
I will check when i get home, I think it's 3 or more years old |
DanLewisTN | 31 Oct 2016 1:34 p.m. PST |
By the way Ed. If i want to play SGS but throw in some zombies, what do i need to supplement rules? |
Ed the Two Hour Wargames guy | 31 Oct 2016 2:09 p.m. PST |
DanLewisisTN – Not much actually. Zeds are always Rep 3 – Rep 4 for activation when see humans. Count all Duck Back or Knock Downs as carry on. They don't take reactions. move 6', no fast move. That's about it. For more there's link Zombies. vampires, Witches, and Werewolves. |
DanLewisTN | 31 Oct 2016 3:18 p.m. PST |
Ed, my copy is dated 2007. What's the latest version… Also, can this High Moon Dead Reckoning replace Six Gun Sound? |
DanLewisTN | 31 Oct 2016 3:37 p.m. PST |
I ordered the horror print version anxiously waiting pdf |
Henry Martini | 31 Oct 2016 4:18 p.m. PST |
I recall reading somewhere about a gunfight in which the two opponents chased each other around the streets firing their revolvers at close range, but where unable to hit each other because more traverse of the arm is needed at close than at longer ranges to track the target for the same degree of movement, and the margin of error increases correspondingly. |
DanLewisTN | 31 Oct 2016 4:43 p.m. PST |
mmmmmm well no words come to mind |
Henry Martini | 01 Nov 2016 1:53 a.m. PST |
Correction: '… were unable…' |
Ed the Two Hour Wargames guy | 01 Nov 2016 6:31 a.m. PST |
Dan – You could definitely use High Moon for westerns. Mirrors 6GS and adds the supernatural. Sent an email to you about differences between the two versions. |
TurnStyle | 02 Nov 2016 12:20 p.m. PST |
It's easy, even with modern firearms, for two opposing persons (or more) to miss constantly even at distances of seven yards or less. A person trained and dedicated to the deployment of the handgun will win that fight. Two untrained people who are jumping about and shooting from the hip could easily miss each other. That being said – it'd make for a hell of a boring wargame. I provide a bonus in my game for characters within 3" (namely to offset some of the non-combatant types). |