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The Most Serious T5 Problems


That thread seems to state that my question (how to allocate damage after armor]isn't answered in the rules. <shakes head> Sloppy, sloppy...

The various workarounds suggested seem overly fiddly to me. I wonder if they actually playtested the combat system before publishing T5.

They might have been better off keeping the T4 damage and armor system (armor reduced the number of dice of damage), which would allow damage to be allocated to attributes in single die increments.

(Armor disintegrating after one penetration question)
Yes, that appears to be be the official rule (although a number of people on the board have posted various alternatives - in fact, some on the thread above, I believe). T5 combat seems to be designed to be abstract, the point of which is to speed combat along, and not get bogged down with the nitty-gritty of the fight.

This seems like a patently absurd rule to me. Of course, I'd be willing to reserve judgment until the designer explains his philosophy. But it sounds like there's not much chance of that happening.

<sigh> Baldly stating "it's abstract" doesn't really get it done for me.

I suspect that the real problem is that allowing armor to work every round made firefights last WAY too long. If so, then the problem os with the damage/armor mechanic and the "armor pops like a baloon" solution is a clumsy fix.

That's really too bad.

All IMHO of course.
 
How does the armor and damage system work when it comes to allocating damage among attributes. For instance, assume I hit a target with a pistol that does 3 dice damage and I roll a 3, 4 and 5. Assume the target's armor stops 6 points of damage. How do I divide the remaining 6 points of damage among the target's attributes?

The book doesn't specifically say, TBeard.

I would leave it up to the defender to take the wounds as best he can. One of these damage dice will disappear, and one will be lowered. The other will be taken as a whole die.



Also, did I read correctly that armor is useless for the rest of the combat if it is penetrated by even 1 point of damage?

Yep.
 
This seems like a patently absurd rule to me. Of course, I'd be willing to reserve judgment until the designer explains his philosophy.
What you quoted there:
T5 combat seems to be designed to be abstract, the point of which is to speed combat along, and not get bogged down with the nitty-gritty of the fight.
...is pretty much it as I understand it. And it's a good explanation. Now, there are those of us that don't like that style of play, so maybe you don't either, but I think that it's a good enough explanation, for that style of play. To expand on it, I think the idea was also to be able to handle large groups in a fight, and have it be less bogged down by details. How much benefit this rule has I haven't been able to test out yet (nor have I seen it mentioned), but IMO those happen not often enough to make it worthwhile even if it does. I know I'll probably be going back to MT's 6-second rounds once I manage to figure out how the rest of it would work (others are working on it too). But my group will be doing it like this for a while first just to actually see it in action, so we really know how good it is or not. Gotta walk a mile in the shoes and all that.
 
What you quoted there:

...is pretty much it as I understand it. And it's a good explanation. Now, there are those of us that don't like that style of play, so maybe you don't either, but I think that it's a good enough explanation, for that style of play. To expand on it, I think the idea was also to be able to handle large groups in a fight, and have it be less bogged down by details. How much benefit this rule has I haven't been able to test out yet (nor have I seen it mentioned), but IMO those happen not often enough to make it worthwhile even if it does. I know I'll probably be going back to MT's 6-second rounds once I manage to figure out how the rest of it would work (others are working on it too). But my group will be doing it like this for a while first just to actually see it in action, so we really know how good it is or not. Gotta walk a mile in the shoes and all that.

My problem is that merely saying "it's abstracted" doesn't get us very far. Indeed, this excuse could be used to rationalize *any* rule, no matter how dubious. So I'm not persuaded by this excuse (by itself).

What remains unanswered are the important questions like "why is this abstracted?" and "what problems did this rule overcome". Right now, it appears to me that this mechanic was slapped onto a dubious armor/penetration system so that combats involving armored targets wouldn't go on forever. Of course, there could be another, perfectly valid reason. But I'm not a mindreader.

I'd add that two years ago, I released a 500+ page set of miniatures rules ("A Fistful of TOWs 3"), so I do understand how challenging it can be to produce a large ruleset. Like T5, FFT3 had been in development for a very long time (beginning in 2002, and getting very serious in 2007). And while there are a few pages of eratta (3 1/2 pages, printed in large type), the game mechanics are thoroughly explained and were extensively playtested. The rules are well indexed. There are examples of all major rules. We also included copious designer's notes that explain why we did things the way we did. Writing, layout, design, indexing, etc. were done solely by myself and my partner, part-time. (That was a major reason I dropped out of COTI, by the way). Playtesting was done by a small number of groups, supplemented by extensive computer modeling of the game systems.

So I do know that it is possible to do these things, but that it takes a LOT of work. And I happen to believe that a game designer has a certain obligation to his customers to explain himself, especially if he uses mechanics that appear to be especially dubious. We do that...as anyone who has the game and anyone who is a member of the FFT Yahoo group will attest. I can't help but be disappointed when other designers don't do the same.

www.fft3.com

EDIT--FFT3 is actually a mere 458 pages long, so I grossly exaggerated its size above...
 
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tbeard1999: Ok, well it seemed like a good enough explanation to me. Perhaps since you are a game designer you can see other possible explanations that I can't and I could see how that could make your expectations higher. I'm not trying to justify these rules or anything, just explain where I'm coming from, how it may differ. Maybe the real reason I don't like it is actually because of some deficiency in the mechanic rather than simply a subjective preference on my part, I don't know. I guess I probably won't unless and until we get that explanation you're looking for.

And while there are a few pages of eratta (3 1/2 pages, printed in large type), the game mechanics are thoroughly explained and were extensively playtested. The rules are well indexed. There are examples of all major rules. We also included copious designer's notes that explain why we did things the way we did. Writing, layout, design, indexing, etc. were done solely by myself and my partner, part-time.
Yeah, this would have all been nice to see in T5. In particular the "designer's notes". I know that there are some in T5, but when I was working in the beta, I don't know how many times I said: "If someone can just explain to me why this rule is this way, then perhaps I could agree with it." And virtually never got any kind of answer. Even when I did, it was usually guesses by other people who didn't actually know.

So I applaud your work and wish I liked that kind of game enough that I could get it and enjoy your thoroughness. Meanwhile I guess I'll get back to hammering out the kinks in T5.
 
tbeard1999: Ok, well it seemed like a good enough explanation to me. Perhaps since you are a game designer you can see other possible explanations that I can't and I could see how that could make your expectations higher.

I re-read my reply and it comes off more judgmental than I really intended. I meant to agree that creating a mighty rules tome is a lot of hard work, but that it is possible to provide adequate "ergonomics" -- index, proofreading, robust systems, etc.

Yeah, this would have all been nice to see in T5. In particular the "designer's notes". I know that there are some in T5, but when I was working in the beta, I don't know how many times I said: "If someone can just explain to me why this rule is this way, then perhaps I could agree with it." And virtually never got any kind of answer. Even when I did, it was usually guesses by other people who didn't actually know.

It truly perplexes me that so many designers refuse to simply explain why they did what they did. In this day and age, there's really no excuse. FFT has had a free Yahoo group for over a decade with hundreds of members. We always respond to "why did you do this" questions from our players. And frankly, that level of accountability makes us far more thoughtful when we create new versions.

So I applaud your work and wish I liked that kind of game enough that I could get it and enjoy your thoroughness. Meanwhile I guess I'll get back to hammering out the kinks in T5.

Thanks for the kind words. On the off chance that someone with influence might read this, here's how we "commented" FFT3.

A. Traditional designer's notes explain "big picture" things, as well as provide a historical account of how FFT developed. "The primary motivation for designing FFT3 arose out of dissatisfaction with the time required to play other modern games. Ty wanted to play a modern miniatures game, but couldn't stand the thought of spending an hour (or more) to play a single game turn.

He wanted something fast. Real fast. He wanted a game that he really could play in 10 minutes per game turn. We regularly attain that level of speed in our games and even our slowest games do not average more than about 20 minutes per turn. We think that the essence of modern mechanized warfare is speed. The great commanders like Rommel, Guderian or Patton, had the ability to react quickly and get things done quickly. The incompetents didn't. We don't think that a game that requires an hour to play a single turn is “realistic” in any sense of the word. Nor is it much fun....


B. Footnotes explain individual rules, comment on alternatives, etc. In FFT3, there are 112 footnotes , which act as commentary for specific rules. The core rules are about 212 pages (of 458 pages), we average 1 footnote per 2 pages. Here are some representative samples:

13 The increased speed and reduced time of exposure is assumed to roughly compensate for the reduced ability of the crew to spot threats. Besides, helicopters are already pretty fragile in the game, and a further penalty made them too much so.

18 The edge of cover is not a literal edge. Rather it's the point at which the cover is dense enough to seriously obstruct line of sight. In the real world, the terrain feature may extend significantly beyond the edge represented in the game. When designing scenarios based on real maps, players should bear in mind that the map will tend to over-state the size of cover compared with the game.

26 It is patently impossible to write detailed rules for all possible types of linear terrain features. We considered making a linear obstacle classification system and leaving scenario designers to fit them to their terrain features, but decided we preferred to give players more guidance on how to treat common features. If these don't fit the characteristics of the terrain for your particular historical scenario, customize them or make up your own.

51 We suggest the use of a ‘correct' scatter die (not GW-style). To make one, take a 6-sided die and draw an arrow on each face parallel to the die edge (not diagonally). If your artwork is a little crooked, it doesn't matter, direction is always read as parallel to the die edge. That way a straight edge can be laid alongside the die to measure the distance along the direction if needed.


*****

C. Examples explain every major combat and movement rule. Samples:

For example, an M4A1 Sherman II is advancing in its Movement Phase down a road through heavy woods that has a destroyed Pz.IVF2 stand 4˝ ahead blocking it. To move 6˝ down the road the Sherman would pay 7 movement points: 3 movement points for the 6˝ of road, plus an extra 4 movement points for the extra 2˝ through the heavy woods to pass the blocking Pz.IV.

For example, a Warrior IFV with a movement of 10t moves 2˝ in open. A friendly infantry stand moves 2˝ into contact with the Warrior. The Warrior and infantry stand both spend 2 movement points to embark the infantry stand. At this point, the Warrior has 6 movement points remaining and moves 6˝ in the open terrain.


D. Finally, we included an executive summary at the beginning of each major rules chapter. Example (Chapter 12, Fire Combat, which is 6 pages long):

12.1 Executive Summary

• A Vehicle can move and fire its guns. If it has no stabilization, it can move ½ its movement and still fire. If it has stabilized guns it can move its full movement and still fire. This applies to anti-vehicle fire, direct area fire, and indirect area fire. A vehicle may always make anti-infantry attacks, no matter how far it moved.

• A stand cannot move and fire 1st generation missiles in the same turn. A stand can move ½ its movement and still fire 2nd generation or 3rd generation missiles.

• A stand that can fire but chooses not to may take a hold fire marker, which lets the stand fire in the next enemy Fire Phase.

• A stand that can fire and that didn't move may take an overwatch marker, which lets it fire almost anytime in the enemy turn or even during its next Movement Phase. It can also “shoot and scoot” if armed with a gun or 3rd generation missile. A stand with advanced stabilization (“ss” on the data chart) can move ½ its movement and get an overwatch marker.

• A target stand can turn to face an enemy stand that moves from the target stand's front to its flank before the enemy stand gets a shot. It can pivot like this once per Fire Phase.


In my opinion, this is how you properly annotate a complex ruleset. We've found that players really like understanding why we made the choices we did. It also reassures them that we put the work in; that we carefully thought through the rules. I humbly submit that T5 could benefit from a similar approach...
 
Scoundrel!

You have piqued my interest in your miniatures rules with the very reason you created them!

A fast game, not a warp speed crawl, like I've experienced with Star Fleet Battles.
 
The problem with the armour rules at the moment is that if you don't have some big guns you will never get through the armour and if you opponents is wearing Battledress which can have AV45-55 even the biggest guns cannot go through and i'm talking about weapons that have to be mounted on vehicles or in turrets.

I have created an Over Sized Missile Launcher and its final damage was Pen-20 Blast-3 it has to be vehicle mounted (1000kg+) it has a good chance of getting through battledress. A FGMP-14 i created does Pen-5, Burn-5 and only if you added the dice together would you have a chance of getting through battledress, if the damage is rolled separately as has been suggested then you would never get through, and anything smaller there is no chance so firefights would go on for days without anyone being able to hurt another.

Typical Imperial Marine is equipped with Battledress and either an ACR or a FGMP, the typical Zhodani has the same. Those troops using using the ACR's would be firing all day long without hurting anyone, while the FGMP troopers could on a good roll hurt their enemies. Assume 100 men a side with only 1 in 10 having the FGMP so maybe 1 per minute of combat is getting through the armour of the enemy doing say 3 damage average stats would take 3 shots each to put one down, although the armour is now useless so the ACR can get through it would still take 100 minutes to kill the whole unit.
 
Scoundrel!

You have piqued my interest in your miniatures rules with the very reason you created them!

A fast game, not a warp speed crawl, like I've experienced with Star Fleet Battles.

<twiddles fingers like Snidely Whiplash> Bwahahahaha.

Yup, FFT was designed to be FAST and it delivers. Game turns take about 10 minutes (which is about the same amount of time they represent) and BIG battles can be fought in a couple of hours. You can get the free versions at www.fft3.com to try the rules out.

And the really good news is that I'm back at work on the sci-fi versions. The first is FFT:2050, which covers combat thrugh 2100AD (Traveller TL9-11). After that comes Railgun, which will cover TL12-15. These should be very compatible with Traveller's tech assumptions. They will include vehicle design systems as well.
 
Scoundrel!

You have piqued my interest in your miniatures rules with the very reason you created them!

A fast game, not a warp speed crawl, like I've experienced with Star Fleet Battles.

Warp speed crawl! Love it! Every SFB fight I have been in have taken 3 rounds from the time people get in weapons range to come to a conclusion. The game may not be actually complete at the end of three rounds, but the victor is clear.

And those three rounds take about 4-6 hours to complete...Warp Speed Crawl sums it up very well indeed.

Last non-40K miniatures game I played was a modern armor game taking MBT's (the board game) rules and converting them to mini rules by taking hexes to inches in a straight trade...
 
The problem with the armour rules at the moment is that if you don't have some big guns you will never get through the armour and if you opponents is wearing Battledress which can have AV45-55 even the biggest guns cannot go through and i'm talking about weapons that have to be mounted on vehicles or in turrets.

I have created an Over Sized Missile Launcher and its final damage was Pen-20 Blast-3 it has to be vehicle mounted (1000kg+) it has a good chance of getting through battledress. A FGMP-14 i created does Pen-5, Burn-5 and only if you added the dice together would you have a chance of getting through battledress, if the damage is rolled separately as has been suggested then you would never get through, and anything smaller there is no chance so firefights would go on for days without anyone being able to hurt another.

Typical Imperial Marine is equipped with Battledress and either an ACR or a FGMP, the typical Zhodani has the same. Those troops using using the ACR's would be firing all day long without hurting anyone, while the FGMP troopers could on a good roll hurt their enemies. Assume 100 men a side with only 1 in 10 having the FGMP so maybe 1 per minute of combat is getting through the armour of the enemy doing say 3 damage average stats would take 3 shots each to put one down, although the armour is now useless so the ACR can get through it would still take 100 minutes to kill the whole unit.

I'm pretty sure that the dice are supposed to be added together, with things like the FGMP. But I do think that part of the problem is balancing weapon strength and armor strength, made worse by the fact that the more dice you use, the more difficult it is to make is so that a weapon can often damage the target without having an awfully high chance of outright killing most people when you get lucky.
 
And the really good news is that I'm back at work on the sci-fi versions. The first is FFT:2050, which covers combat thrugh 2100AD (Traveller TL9-11). After that comes Railgun, which will cover TL12-15. These should be very compatible with Traveller's tech assumptions. They will include vehicle design systems as well.
Scoundrel... that might interest me enough...

Warp speed crawl! Love it! Every SFB fight I have been in have taken 3 rounds from the time people get in weapons range to come to a conclusion. The game may not be actually complete at the end of three rounds, but the victor is clear.

And those three rounds take about 4-6 hours to complete...Warp Speed Crawl sums it up very well indeed.
Ok, it could be just that it's been an awful long time since I've played SFB (or any similar game for that matter), but I don't remember it taking that long. (Not directed at you, everybody's comments about it here.) Were you guys running large fleet actions or something? It seems to me like our games never took more than 2 hours, 3 tops. But it was a long time ago so I might be misremembering. It certainly didn't seem that long (not like Diplomacy, that took forever!).
 
Scoundrel... that might interest me enough...


Ok, it could be just that it's been an awful long time since I've played SFB (or any similar game for that matter), but I don't remember it taking that long. (Not directed at you, everybody's comments about it here.) Were you guys running large fleet actions or something? It seems to me like our games never took more than 2 hours, 3 tops. But it was a long time ago so I might be misremembering. It certainly didn't seem that long (not like Diplomacy, that took forever!).

SFB tournament rounds are 2 hours per bout for 1-on-1 duels, and my experience from the 90's (running a dozen tourneys) was that 75% of duels finished in that time frame; tournament winners usually went to judge decision at 2 hours at least twice in a tournament where they played 8+ battles. My experience also is that fleet battles with up to 3 ships on a side run 3-5 hours each. A full starbase assault ran my friends 12 hours of play with 7 players (5 vs 2; the second defender was flying the Pol's).
 
SFB tournament rounds are 2 hours per bout for 1-on-1 duels, and my experience from the 90's (running a dozen tourneys) was that 75% of duels finished in that time frame; tournament winners usually went to judge decision at 2 hours at least twice in a tournament where they played 8+ battles. My experience also is that fleet battles with up to 3 ships on a side run 3-5 hours each. A full starbase assault ran my friends 12 hours of play with 7 players (5 vs 2; the second defender was flying the Pol's).

Exactly. One on ones don't take very long. On the other hand, the range of available tactics is small as well.

We usually worked a campaign game, and that meant three ship squadrons, minimum. Or carrier groups, and when the timeline allowed SCS groups.

I normally was not able to find anyone willing to do a one on one, even with tourney cruisers, anywhere but at cons.
 
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