Can't come up with a catchier title, so insert your own when you read it.
Ok, short intro for the non ASL readers. In ASL, drm and DRM are two different things, as are dr and DR (die roll v DICE ROLL). For a very few mechanics, the DR is modified by a dr, usually to the colored die in the pair. (Glider landings come to mind, because I'm just starting a Pegasus Bridge Campaign Game...) Some mechanics in ASL are on the original roll, be it DR, dr or cdr (colored dr in a DR), or wdr (white dr in a DR). For mechanics based on the original roll, the odds are very straightforward, even for DR. For all the other mechanics, drm/DRM have varying ...
Cowering is one of the game mechanics in ASL that is a bit on the "wow I rolled well, but still lost out". Some folks don't like it, but it does add a bit more variation to the odds of breaking your opponent. The Rule In short, whenever you roll doubles, your firing unit(s) cower. There are exceptions, such as an attack that has leadership present (even the poor leadership of a 6+1), along with first line or elite Commonwealth forces, and Fanatics. The effect is a column shift down for the attack roll, and a loss of Rate of Fire (ROF) for any SW used ...
Updated 16 Sep 09 at 13:18 by pward
If you've read my rate blog entry, you already know I'm opposed to fixing things that aren't broke, as well as adding complexity where none is required. Well, I've got a solution for all those ASL players who insist on giving every FP it's due. Unfortunately it means adding a d12 to all your non-standard IFT FP rolls. I'm sure someone else started the "throw in another die" course of discussion in one of the IFT v IIFT threads, so I can't claim complete ownership of this idea. One of the things required from the changed FP resolution, is to keep the fixed ...
Updated 09 Sep 09 at 11:07 by pward
After the IFT v IIFT blog, I figured I might want to post about some of the other game mechanics in ASL. This blog post is about Rate of Fire (ROF). Normally you throw a colored die (cdr) and a white die (wdr) as part of the (I)IFT attack DR. Some sets of ASL kit come with a red+white, some black+white, and others had different colors paired with the white die. Having multiple colors also speeds random selection, but that's another blog post... (Non ASL player reminder, dr = 1d6, DR=2d6.) So for a HMG (Heavy Machine Gun) which normally has a ROF ...
Updated 09 Sep 09 at 11:08 by pward
I'm kinda tired of putting this together again and again, so it's a blog topic now. I will start with an exam of the IFT, and how it functions as a game mechanic to resolve the fire of one unit against another unit (or units). Then look at the columns on the IIFT and how advantageous or disadvantageous they are from where I think they ought to be. Here's a reference table to see the odds: Code: DR x x:36 =x ≤x <x ≥x >x 2 1 0.028 0.028 0.000 1.000 0.972 3 2 0.056 0.083 0.028 0.972 0.917 ...
DR x x:36 =x ≤x <x ≥x >x 2 1 0.028 0.028 0.000 1.000 0.972 3 2 0.056 0.083 0.028 0.972 0.917
Updated 09 Sep 09 at 11:14 by pward (make the table narrower)