tbeard1999
SOC-14 1K
Well, I tried the initiative system ("IS") out again, in the vain hope that I might actually start to like it. Unfortunately for me, it's like an off key piano solo; repeating it just puts my teeth on edge. Anyhow, here are some specific comments:
Dodging
Because of the fact that the IS heavily sequences everything, Dodging seems to be a mostly useless action, unless you are being shot at by only one person. The reason is that dodges do not "carry over" from attack to attack. So...Fred shoots Tom and Tom reasonably enough dodges as much as he can. An instant later, Gordo (whose DEX is 1 less than Fred's) shoots Tom and none of Tom's dodging just a microsecond earlier helps him. Since Tom's previous dodging dropped him to initiative 1 he has to stand there lsack jawed and take Gordo's shot. Of course, Tom's player could have chosen not to dodge as much, thereby saving some initiative, but is seems absurd to imagine Tom saying to himself "mustn't try to dodge Tom's shoot too hard...might need some of that dodging later..."
Aiming
Works okay, I guess, although the rules should probably state that the character loses his aiming bonus if he fires at any target other than the one he's aiming at. The rules also do not state whether aiming over several turns is cumulative. The example implies this by stating that the maximum aiming bonus is +6, which is only attainable over 2 turns (spending 5 ticks in turn 1 and 1 more tick in turn 2). Of course, this could just be a typo.
Moving/Firing
Because of the fact that initiative increments in the middle of the round, some odd consequences can arise when moving and firing. If a figure starts the round with initiative 5+, then he can move >1.5m and fire during that round. Say he starts with initiative 6. He moves 3m, reducing initiative to 4. It increments up to 6 before combat. He fires in combat and gets a 2 on effect. Next turn, he cannot continue his steady advancing fire. He starts with initiative 4. If he moves, he'll drop initiative to 2, which will increment to 4. So he can either continue his advance or stop and shoot. Yet nothing has really changed in the two rounds.
Overwatch
There ain't none. The most basic of all infantry tactics, and there ain't none. Sorry, I just can't take a combat system seriously if there's no ability to conduct overwatch fire. An easy example should suffice to point out the absurdity of this omission:
Tom is behind a large boulder at the start of a round. Frank, wants to shoot Tom, but cannot see him. During the movement phase, Tom moves behind another boulder, but in between the boulders, he's in plain sight of Tom. When the combat phase rolls around, Frank cannot fire at Tom.
Now, Frank could "interrupt" Tom. However, the rules state that combat actions occur during the combat phase. No exception is noted for interrupts. And even if the rules are changed so that Frank can use an interrupt to shoot at Tom during his movement, Frank would still have to have an initiative of 6 and a higher DEX than Tom (otherwise Tom would just interrupt Frank's interrupt).
It's also a bad idea to allow shooting interrupts in the movement phase. A figure would often be better off declining to fire in his combat phase and just interrupting enemy movement in the following movement phase. This has the deleterious effect of further slowing the game to a crawl. That could be mitigated by imposing a to hit penalty for interrupt fire, I suppose.
Dodging
Because of the fact that the IS heavily sequences everything, Dodging seems to be a mostly useless action, unless you are being shot at by only one person. The reason is that dodges do not "carry over" from attack to attack. So...Fred shoots Tom and Tom reasonably enough dodges as much as he can. An instant later, Gordo (whose DEX is 1 less than Fred's) shoots Tom and none of Tom's dodging just a microsecond earlier helps him. Since Tom's previous dodging dropped him to initiative 1 he has to stand there lsack jawed and take Gordo's shot. Of course, Tom's player could have chosen not to dodge as much, thereby saving some initiative, but is seems absurd to imagine Tom saying to himself "mustn't try to dodge Tom's shoot too hard...might need some of that dodging later..."
Aiming
Works okay, I guess, although the rules should probably state that the character loses his aiming bonus if he fires at any target other than the one he's aiming at. The rules also do not state whether aiming over several turns is cumulative. The example implies this by stating that the maximum aiming bonus is +6, which is only attainable over 2 turns (spending 5 ticks in turn 1 and 1 more tick in turn 2). Of course, this could just be a typo.
Moving/Firing
Because of the fact that initiative increments in the middle of the round, some odd consequences can arise when moving and firing. If a figure starts the round with initiative 5+, then he can move >1.5m and fire during that round. Say he starts with initiative 6. He moves 3m, reducing initiative to 4. It increments up to 6 before combat. He fires in combat and gets a 2 on effect. Next turn, he cannot continue his steady advancing fire. He starts with initiative 4. If he moves, he'll drop initiative to 2, which will increment to 4. So he can either continue his advance or stop and shoot. Yet nothing has really changed in the two rounds.
Overwatch
There ain't none. The most basic of all infantry tactics, and there ain't none. Sorry, I just can't take a combat system seriously if there's no ability to conduct overwatch fire. An easy example should suffice to point out the absurdity of this omission:
Tom is behind a large boulder at the start of a round. Frank, wants to shoot Tom, but cannot see him. During the movement phase, Tom moves behind another boulder, but in between the boulders, he's in plain sight of Tom. When the combat phase rolls around, Frank cannot fire at Tom.
Now, Frank could "interrupt" Tom. However, the rules state that combat actions occur during the combat phase. No exception is noted for interrupts. And even if the rules are changed so that Frank can use an interrupt to shoot at Tom during his movement, Frank would still have to have an initiative of 6 and a higher DEX than Tom (otherwise Tom would just interrupt Frank's interrupt).
It's also a bad idea to allow shooting interrupts in the movement phase. A figure would often be better off declining to fire in his combat phase and just interrupting enemy movement in the following movement phase. This has the deleterious effect of further slowing the game to a crawl. That could be mitigated by imposing a to hit penalty for interrupt fire, I suppose.