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Message no. 1
From: Rafael Vega fliavega@***.net.co
Subject: Military tactics
Date: Fri, 4 Jun 1999 10:40:04 -0500
Another simple question.
How do you handle the military tactics backround skill in your games?
what do you roll the skillīs dice for??
Message no. 2
From: cmpetro@*********.com cmpetro@*********.com
Subject: Military tactics
Date: Fri, 4 Jun 1999 10:45:08 -0500
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>How do you handle the military tactics backround skill in your games?
>what do you roll the skill
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´s dice for??


It makes a good complementry skill.



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Message no. 3
From: Sommers sommers@*****.umich.edu
Subject: Military tactics
Date: Fri, 04 Jun 1999 11:55:44 -0400
At 11:40 AM 6/4/99 , Rafael Vega wrote:
>Another simple question.
>How do you handle the military tactics backround skill in your games?
>what do you roll the skillīs dice for??

Working on it right now....

Generally it gives a bonus to coordination for your team members. Sometimes
you get an Initiative bonus, sometimes a bonus to the Team Karma (from
SRComp 2).

Sommers
Insert witty quote here.
Message no. 4
From: Adam Lewis adamswork@*****.com
Subject: Military tactics
Date: Fri, 4 Jun 1999 09:16:30 -0700 (PDT)
--- Sommers <sommers@*****.umich.edu> wrote:
> At 11:40 AM 6/4/99 , Rafael Vega wrote:
> >Another simple question.
> >How do you handle the military tactics backround
> skill in your games?
> >what do you roll the skillīs dice for??
>


It serves as an Awareness check sometimes. As in,
"Does the leader realize he could be outflanked very
easliy right now?"

If I'm the GM and I'm sending a few goons to break in
the front door of the players safehouse, will the PC
with military tactics realize that the goons will have
someone at the backdoor as well?

Another example, determing unit response times when
they are about to set off an alarm.


=­amL
====When I am King, all elevators will be redesigned so that pushing the call button
repeatedly will actually make the elevator come faster. This will make my slaves happy,
and happy slaves are productive slaves. Only rarely will I have to use the hat of pain.
_________________________________________________________
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Message no. 5
From: Marc Renouf renouf@********.com
Subject: Military tactics
Date: Fri, 4 Jun 1999 14:06:08 -0400 (EDT)
On Fri, 4 Jun 1999, Rafael Vega wrote:

> Another simple question.
> How do you handle the military tactics backround skill in your games?
> what do you roll the skillīs dice for??

I use Military Tactics in a variety of ways. First and foremost
is the ability to "coordinate" the movements of a squad. Using the rules
in the back of "Fields of Fire" is a good place to start. Basically, for
every two successes you get on your Tactics roll, everyone in your squad
gets a +1 to their Reaction for the next combat round. The target number
for the roll is dictated by the situation, (see FoF for more details).
I also rule that these bonuses (boni?) apply when making surprise
tests in ambush situations (as someone with a good Tactics skill will
lay a better ambush than someone without).
Also, Military Tactics can be used as a complement to Perception
rolls in certain combat applications. It's the old adage of "If I were
attacking my position, how would I do it." It can be used for everything
from locating snipers (because you know the best places for them to
deploy) to locating hidden machine-gun nests (because you know what
positions offer the best cover, concealment, and fields of fire).
The most powerful use of the skill is as a complement to
Intelligence tests, reflecting the specialized knowledge that the
character might have. This allows players to fall back on their
character's skills and intelligence if they are stumped for a tactically
sound plan (because not all of my players can think tactically on their
own, but it may be something their characters are good at). Depending on
the results of the roll, I give them conjectural information to help them
form a plan. Stuff like, "this flank looks less protected than that one"
or "given the terrain, encirclement won't be effective." This gets them
thinking in the right direction. If they critically fail, I suggest a
full frontal assault to them. :)
There are scads of other useful military skills. Among the two
most prominent in my current game are Vehicle Recognition and Firearm
Recognition (both of which usually complement Perception rolls). As my
players are currently working as mercs in Southeast Asia, being able to
recognize the sounds of different weapons (and various weapons do have
distinctive sounds) is one of the first steps towards recognizing
friendlies in the jungle. Being able to recognize various vehicles helps
them in their intel-gathering missions ("We saw six Gaz-21 2-ton trucks
loaded to the gills with troops, making for about a company of infantry
reinforcing the existing troops.")

The beauty of the SR3 Knowledge Skill system is its flexibility.
Run with it.

Marc
Message no. 6
From: Mongoose m0ng005e@*********.com
Subject: Military tactics
Date: Fri, 4 Jun 1999 15:58:17 -0500
: I use Military Tactics in a variety of ways. First and foremost
:is the ability to "coordinate" the movements of a squad. Using the rules
:in the back of "Fields of Fire" is a good place to start. Basically, for
:every two successes you get on your Tactics roll, everyone in your squad
:gets a +1 to their Reaction for the next combat round. The target number
:for the roll is dictated by the situation, (see FoF for more details).
: I also rule that these bonuses (boni?) apply when making surprise
:tests in ambush situations (as someone with a good Tactics skill will
:lay a better ambush than someone without).

The FoF "SmUT" rule is cool, but not all that realistic in some cases.
I mean, they are not really moving faster, but many effects of higher
intiative in SR (especially SR2) make it seem they would be (they'd even
cover more ground in SR2- doable, but again, clumsy).
A more resonable (and, in SR3, useful) effect would be for small unit
tactics rolls to boost combat pools...

: The beauty of the SR3 Knowledge Skill system is its flexibility.
:Run with it.
:
:Marc


The uses you suggested for knowledge skills (snipped) are very nice.
Firearms and vehicle identification seem the likely merc equivalent of a
ganger's Gang ID / Teritory knowledge skills.

Mongoose

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