Quote:
Originally Posted by Ancestor
Thank you all, this gives me something to think about! I'm a V1/2 guy, didn't realize that there were other ways to address the encounter math outlined in 2013 and V4. Good information. Also appreciate the insight into how the bad guys might weigh options from that standpoint of human nature.
I'm currently running Red Star Lone Star and the PCs (highly augmented by both starting NPCs and some Mexican deserters who joined along the way) have just inflicted serious losses on Grady LaMarr's gang in the ruins of Corpus Christi. After wiping out a marauder patrol and a long range sniper kill on a minor boss at the entrance checkpoint, the group then executed a very successful ambush of the marauder QRF, destroying one M113 and one HMMWV. The group successfully breached the fortified entrance to the causeway and were pursuing the fleeing remnants of the TCP personnel across the causeway when we decided to break.
As I was planning the next session I just thought, wait a minute, the bad guys have lost approximately 10% of their manpower plus 1/2 of their military vehicle strength in a very short period of time. Are they really going to stand and fight or are they going to (1) run as a group or (2) fragment?
You guys gave me a lot of things to consider - I appreciate it!
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This is where that LEADERSHIP skill officers and high-ranking NCOs get comes into play. In my V2.2 rules, the commander would roll a test of [Leadership Skill + CHA] with the difficulty set by the casualties taken to hold the band together and get the men to regroup. I use...
Less than 10% Casualties = EASY (X2) test of that skill.
10% Casualties = ROUTINE (X1.5) test of the skill.
11% to 20% Casualties = AVERAGE (X1) test of the skill.
21% to 30% Casualties = FAIRLY DIFFICULT (X0.75) test of the skill.
31% to 50% Casualties = DIFFICULT (X0.5) test of skill.
51% to 75% Casualties = FORMIDABLE (X0.25) test of skill.
76% or more Casualties = IMPOSSIBLE (X0.1) test of skill.
As you can see, I have adopted the old Traveller the RPG skill difficulty levels to give more variety to my task checks.