Handy Haversack wrote:
OK, so a question from one of my players:
"So you can attack 2x and half move in a 2/1 attack melee round but you can only attack 2x in a 2/1 attack missile round if you don't move? Doesn't it just reduce your rate of fire in phase two? 2/1 becomes 3/2 so the first round you fire and move half, then during the second round you could fire move half and fire again? Just making sure.
"Check the description for missile fire again. It says "Phase Two: Missile shots fired following a 1/2 move (reduced ROF)". And under Missiles and Movement it describes what the reduced rates are (3/1=5/2, 5/2=2/1, 2/1=3/2, 3/2=1/1)."
Now, that does seem to me to make time a factor, which is definitely more complex than the way the sheet lays it out. In other words, if a 2/1 missile shooter is going to be taking half moves and firing across rounds, the ROF would drop to 3/2, according to the passage from the book--though this is only apparent if s/he performs the maneuver for more than one round. Right?
Yes. That's how I run it. Which in part reveals the logic of the smallest amount of attacks coming first when the rate is 5/2 or 3/2, or else players will learn to "game" the system.
Also, the same player notes: "Also, are there some advanced combat moves that can alter the standard attack sequences? Firing march, Ready shooter, Throw and attack, for example. Maybe a second sheet with advanced combat moves? ... Advanced Combat is one of the things that makes AS&SH combat so much fun so I think it's worth making sure people know how to use it."
He left out recumbent fire, but trust me, he's itching to use it!
I'm not sure if you're asking a general question here, Handy, or if you're just explaining his question and how you answered it. I'm thinking the latter. Sorry for the confusion...
As far as Advanced Combat goes in AS&SH, the experienced referee wil eventually learn to play with those adjustments and modifications, using them to resolve "off-the-grid" combat actions that the players might sometimes take. For example, you might have a player who says, "I really want to focus on defending with my sword, even if it means I don't get as many attacks in, or don't attack as well." So you, as referee, might simply explain the "Conservative Fighting" technique. Some players will never spend the time to look up all this stuff, and some referees will discourage players from sticking their noses in their books, so if you invite the players to be creative in what they do, or even offer a few "options" from time to time (when appropriate), I think the Advanced Actions can be an excellent resource.