Initiative mechanic and modelling modern tactics

SableWyvern

Mongoose
Taken from another thread to avoid derailing it:

tbeard said:
Not much about the initiative mechanic does make sense if you're trying to model real world tactics and situations.

I've that said several times now, and personally, I don't really see the problem.

Assuming you're not moving about a lot or dodging, there will sometimes be a delay between completing one action and performing the next. On a Timing result of 4-6, there will be no delay (your iniative, if not already at six, will increase to six during the next round's increment initiative stage); on 2-3 it will be two seconds, on 1 it will be four seconds. On the really high results, you'll have some capacity to take ancillary actions, without affecting your next shot or action.

That seems reasonable as a starting point, to me.

Moving (normal movement) may inhibit this a little, but if you're at Initiative six, you can actually move up to three hexes and still get a combat action.

Dodging is clearly an abstraction, and doesn't really model reality all that well. However, we can interpret the expenditure of ticks on dodging as generally making use of cover, hunkering down, not moving in straight lines etc...

Lot's of dodging reduces your ability to act offensively. This makes sense, and also enables effective fire and movement (one of the cornerstones of modern infantry minor tactics) if you can apply sufficient fire to force the enemy to expend a lot of their ticks on dodging and ducking.

Overwatch is easily performed by holding your action at initiative six.

The flaws

I see one main problem with the system - the lack of rules for carrying out continuous actions. There are two main areas where this should, IMO, be improved.

The first are the rules for extended movement. As I commented in another thread, they do not model reality at all, and turn running significant distances into bizarre, stop-start, roll-the-dice-and-hope situations. This is easily fixed by decoupling the distance moved from an athletics check, and allowing a running character to continue running every action phase.

The second is the lack of rules for sustained fire. You cannot lay down an effective lane of continuous fire, as you are limited to only ever firing a single shot or burst when you get to initiative six, and every time someone enters your fire lane, you have to rely on getting a six Timing.

Again, this is easily fixed: allow a character to engage in sustained fire, expending five times their ammo rating every action phase, and allowing them to maintain the fire lane continuously as long as they take no other action. Any character entering the beaten zone suffers a burst fire attack at -1DM.

I haven't noticed any other significant issue when it comes to modelling modern tactics, and the two issues I mention are fixable without the need for any drastic alterations to the system.
 
For myself (and I think many others), a system that allows fire suppression is very important.

I don't have a good grasp of the combat mechanics yet, but it seems that the "dodge and duck" rules costing ticks of intitiative works great towards a fire and suppression gimic.

I hadn't considered the problem of sustained fire. Perhaps an adjustment to your idea - when using the autofire rules, you may expend twice the amount of fire (6 rounds per shot instead of 3) to create sustained fire. Sustained fire allows for the same attack to apply to anyone entering the same target area for the remainder of the round.

This may work best if you used a map with miniatures. Ex: I fire my autofire-4 weapon at two squares, using autofire-2 on each of them. I resolve any attacks as normal against targets already in these squares, BUT decide to expend double the amount of ammo (24!). For the rest of the round (or until my next action?), anyone else moving into the target squares gets hit by the same type of attack.

The huge expenditure of ammunition would allow only belted/mounted weapons to perform sustained fire for any long period of time, which makes sense.
 
I think the sustained-fire ideas make sense. Send it to Gar!

I also agree that getting the suppression-fire effect is very nice. Being able to simulate these basic tactics using just a few rules is SO worth it.
 
Settembrini said:
Modern Infantry Combat doesn´t work in 2 second increments.

ummm...these are pencil and paper rules. Unless you play Traveller by actually going out in the back yard, putting up some "bulkhead" plywood walls, and shooting BB guns at each other while wearing padded coverall "battle dress", you are going to have pencil and paper rules using some sort of increment or time per round.

Although my example does sound kinda fun. :)
 
Sturn said:
Settembrini said:
Modern Infantry Combat doesn´t work in 2 second increments.

ummm...these are pencil and paper rules. Unless you play Traveller by actually going out in the back yard, putting up some "bulkhead" plywood walls, and shooting BB guns at each other while wearing padded coverall "battle dress", you are going to have pencil and paper rules using some sort of increment or time per round.

Although my example does sound kinda fun. :)

BB's hurt, especially on tight jeans. big bruises, avoid darts when possible (smart aleck neighbour...)
 
I hadn't considered the problem of sustained fire. Perhaps an adjustment to your idea - when using the autofire rules, you may expend twice the amount of fire (6 rounds per shot instead of 3) to create sustained fire.

I was working on 5x normal auto rating, so pretty close to your idea.

I think the sustained-fire ideas make sense. Send it to Gar!

I posted it quite a while ago, along with some other automatic fire mods. Gar seems to have incorporated my burst fire suggestion, but stated that he believes the initiative mechanic already covers suppression fire, and thus my sustained fire rule is unnecessary (part of the issue may have been my choice in terming it suppression fire, rather than sustained, which may have given the impression I was actually trying to do something already covered by the system).
 
My big problem with initiative systems is when they get in the way or leave players sitting too long and getting bored.

The current MGT system seems to tick along quite nicely while keeping people involved and that's useful to me.

I wouldn't be surprised if machine guns and sustained/suppression fire pop up in Mercenary.
 
My players experienced it differently: Long stretches of nothing, boredom, slow-mo "action".
Rounds and rounds of only one or two persons even acting, all others occupied with turning dice and waiting.
 
Settembrini said:
My players experienced it differently: Long stretches of nothing, boredom, slow-mo "action".
Rounds and rounds of only one or two persons even acting, all others occupied with turning dice and waiting.
This is how our first game felt as well. But we thought part of the issue was our reviewing of rules.

Daniel
 
Settembrini said:
My players experienced it differently: Long stretches of nothing, boredom, slow-mo "action".
Rounds and rounds of only one or two persons even acting, all others occupied with turning dice and waiting.

Honest question:

What were they spending their ticks on to prevent them from taking combat actions? If they were spending their time dodging, was it not possible for other PCs to try and suppress the guys that were suppressing them? Had they moved into a poor position early in the fight, and were paying for that mistake (something that could thus be attributed to lack of experience with the system)? Were they simply outnumbered and outgunned by the enemy?
 
SableWyvern said:
Taken from another thread to avoid derailing it:

tbeard said:
Not much about the initiative mechanic does make sense if you're trying to model real world tactics and situations.

I've that said several times now, and personally, I don't really see the problem.

That's a shock. Of course, it's hard to see when you intentionally keep your eyes shut.

In any case, the question is moot. Mongoose appears to have finalized the initiative system, so we're stuck with it. My enthusiasm for further dissection has waned considerably. I feel like I've just watched the Titanic leave the Southhampton dock.
 
dafrca said:
Settembrini said:
My players experienced it differently: Long stretches of nothing, boredom, slow-mo "action".
Rounds and rounds of only one or two persons even acting, all others occupied with turning dice and waiting.
This is how our first game felt as well. But we thought part of the issue was our reviewing of rules.

Daniel

Mmm. After half an hour, we didn´t have to review the rules anymore. it didn´t get better.

So none of us would ever want it to try again. It´s not like we don´t have alternatives that work just great. There never was a need for the "Ticking".

@Tactics in 2 second increments:

Squads and fire teams don´t do something every six seconds. There´s minutes of nothing happening, and thousands of shots exchanged with noone hit.

Speaking of a two second micro manageing system and modern infantry tactics in the same sentence is absurd.

The sad part is, that the micro management is a "gamey" micro management. It does slow the game down, just as an action point system would. But it does not offer more realism or detail. It adds a meta layer over small action increments, thusly widening the gap between imagination
and table play.
 
SableWyvern said:
Settembrini said:
My players experienced it differently: Long stretches of nothing, boredom, slow-mo "action".
Rounds and rounds of only one or two persons even acting, all others occupied with turning dice and waiting.

Honest question:

What were they spending their ticks on to prevent them from taking combat actions? If they were spending their time dodging, was it not possible for other PCs to try and suppress the guys that were suppressing them? Had they moved into a poor position early in the fight, and were paying for that mistake (something that could thus be attributed to lack of experience with the system)? Were they simply outnumbered and outgunned by the enemy?

No. It was three characters against two guards. Noone dodged, noone suppressed. They did surprise the guards, but it just took an hour to get that whole thing resolved.
As I said, the problem lies in the preoccupation with a stop-and-go round structure. It´s like playing with the handbrake pulled.

"Now it´s move phase."
"everybody may move ONE Hex"
"Now it´s Ini phase"
"Increase your Ticks"
"Does anybody want to hasten?"
"Now is combat action phase"

repeat ad nauseam

That´s really my biggest gripe: The round structure destroys any flow the game could have.
 
No. It was three characters against two guards. Noone dodged, noone suppressed. They did surprise the guards, but it just took an hour to get that whole thing resolved.
As I said, the problem lies in the preoccupation with a stop-and-go round structure. It´s like playing with the handbrake pulled.

"Now it´s move phase."
"everybody may move ONE Hex"
"Now it´s Ini phase"
"Increase your Ticks"
"Does anybody want to hasten?"
"Now is combat action phase"

repeat ad nauseam

That´s really my biggest gripe: The round structure destroys any flow the game could have.

Well said.
 
Settembrini said:
That´s really my biggest gripe: The round structure destroys any flow the game could have.

All seem to be valid criticisms, but how would you suggest that things are improved or fixed?
 
EDG said:
Settembrini said:
That´s really my biggest gripe: The round structure destroys any flow the game could have.

All seem to be valid criticisms, but how would you suggest that things are improved or fixed?

Unfortunately, these problems are systemic and cannot be fixed. It's like having a racehorse with 2 legs; it simply cannot be made competitive (with current technology anyhow). Indeed, these aren't "criticisms" as much as they are descriptions.

So the answer to your question is the one thing that you are most unlikely to do -- ditch the system.

So, effectively, these criticisms "come with the turf"; the real question is whether the system supplies sufficient benefits to outweigh these systemic disadvantages.
 
Deniable said:
My big problem with initiative systems is when they get in the way or leave players sitting too long and getting bored.

The current MGT system seems to tick along quite nicely while keeping people involved and that's useful to me.


Settembrini said:
My players experienced it differently: Long stretches of nothing, boredom, slow-mo "action".

Rounds and rounds of only one or two persons even acting, all others occupied with turning dice and waiting.

[...]

It was three characters against two guards. Noone dodged, noone suppressed. They did surprise the guards, but it just took an hour to get that whole thing resolved.
As I said, the problem lies in the preoccupation with a stop-and-go round structure. It´s like playing with the handbrake pulled.

"Now it´s move phase."
"everybody may move ONE Hex"
"Now it´s Ini phase"
"Increase your Ticks"
"Does anybody want to hasten?"
"Now is combat action phase"

repeat ad nauseam

That´s really my biggest gripe: The round structure destroys any flow the game could have.

As opposed to what? From what I'm reading, the only difference between this system and, well, something else, is that movement is not part of initiative, and that initiative is managed via a counter. Is that right? So do you prefer an easier structure? (Maybe I need to be pointed to a thread here).
 
Settembrini said:
Q: Have you played the MGT system?

Yes, but I'm brand-spanking new to the combat system, and anyway am nearly a totally blind fool when it comes to combat rules anyway. There are strong opinions here, so that's why I'm asking.

Combat seems to break down into two 'modes' -- one where you're always positioning or dodging, and one where you're always on the attack, with the likelihood of taking penalties to keep it up. Everything that's not an attack still has a cost, so those initiative points are valuable and you can't pussyfoot around with them. That's the impression I'm getting.
 
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