I like the tactics pool from MT.
I think it may be abused too easily for me to like it...
I like the tactics pool from MT.
Of course, that will depend on how do you intend to resolve the situation (I mean what rules you intend to use).
If you intend to use any RPG man-to-man combat (be it LBB1, MT or AHL), then I wish you luck, as controlling the 90+ men and several vehicles involved will need lots of bookeeping and probably will bog down the bame to pure boredom.
I won't talk about using Striker (though it probably seems to be the most apropiate rules set) as I don't know it..
If you use the abstract system in LBB4:
- US has a platoon, I guess NVA/VC would count as a reinforced platoon too, so I'd set it as among a company and a platoon. Modifiers of platton vs company would be -1 for the platoon and +2 for the company (I'd reduce to -1/+1, as the NVA/VC is not a full company).
- I see it as a firefight (no one clearly attacking), as none of them seems to be in prepared defenses
- TL for US would be 7, for NVS/VC 6, giving a +1 for US and -1 for NVA/VC.
- Let's asume the US Lt has tactics 2, while the NVA Col has tactics 1, so there would be a +1 for US and -1 for NVA/VC.
- I'd give a -1 to NVA /VC for the lack of maneuver capacity they have due to the need to defend a position they'd not chosen (the SAM).
So, finally, the US platoon will have a DM of +1, while the NVA/VC tropos will have a DM of -2.
Let's asume both players roll a 4:
- US roll will be modified to 6, producing 20% losses on NVA/VC troops (12 men downed)
- NVA/VC roll wil lbe modified to 2, producing 5% losses (1.5 men, I'd rule one downed and another lightly wounded)
Now is where cohesion takes effect, with the VC troops having to chek morale (something they are not known for), modified by the NVA Col (or their own leader) leadership and the 20% losses they have received.
The most likely effect is for (or their own) troops to decide that the best part of valor is keeping themselves alive to fight another day, leaving the NVA troops (now reduced to a platoon or a section., depending how losses have been applied) alone, assuming they don't decide to fight another day too....
Should have said this before, but it is nice to see an analysis of this scenario crunched into numbers.
I am casting my vote for the modify player action version with information rolls rather then tactical pool.
One use of tactics with a successful roll would be to anticipate what the enemy will do, allowing the PC to get the jump on possible enemy actions.
The first thing it suggests to me is that traveller typically works with smaller units.
As I see it, you are using tactics to achieve surprise and to provide a modifier to certain Attack (but not Damage) rolls. It would also appear that traveller works more on the scale of a fire team rather than a platoon or company.
This will, again and IMHO, test the players tactics skill, not the character's one...
One will offer a +1 DM on attacks, and you can sneak over there no problem. Or there's another spot that's better, but the cover en route is lighter. You'll get your full Tactics-2 as a +DM if you reach it, but you'll need to make a Throw 6+ to get there without being spotted."
I need to add, of course, that these early RPGs explicitly expected the Players to show up,with skill, imagination, and problem solving.
I guess it was not really an appropriate scenario for traveller, but I learned some things anyway.
I think it may be abused too easily for me to like it...
(Any character with Tactics-2 or higher will know....) That the land mines are old TP-86 models, left over from the Fifth Frontier War. If you step on one, don't move! The mine is armed. But, if you can lift and depress your foot very quickly, there's a safety on these mines that most people don't know about.
Any character stepping on a mind will notice it and be able to stop her forward momentum--that will get him immediately blown up--on a roll of 2D for DEX or less.
If a character knows about this specific mine, either because he has Tactics-2 or has been told by someone who knows, then the character can attempt to use the Safety. But, it's not easy. Roll 3D for DEX or less. If successful, the character quickly removes his foot from the mine. If the check fails, then the mine goes boom.
TACTICS WITH GREAT INFLUENCE
Your modifiers don't have to be +1 all the time. This is CT.
There is a gray-green fog on this planet. Constantly, it swirls around knee height, and it is always present.
Have players roll 10+ to realize that the fog is thick with a combustible gas. If you can get an enemy surrounded by the fog, a grenade or even a torch (but not a gunshot) should be enough to ignite the fog.
PC can use this in a tactical situation, so allow +4 on the throw per level of Tactics skill (which is another way of saying that Tactics 2+ knows this automatically).
TACTICS & SURPRISE
Don't forget that Tactics skill is used as a modifier to the roll for Surprise. See page 45 of the Traveller Book for the chart, and page 34 of that same book for description.
In MGT, tactics is used to improve initiative. In CT it referred to as an intangible that can be used to improve combat but without defined implementation. How do you guys normally implement the Tactics skill? It seems like an important skill in land combat.
I pick an edition of Traveller to use, and ignore all the rest when it comes to rules.
Me too. When I play CT, I'm only interested in CT stuff. I don't want to cross-breed.
Tactics is about three things:
1. Know and understand your capabilities
2. Know and understand your enemies' capabilities
3. Exploit your advantages and your enemies's disadvantages, while minimizing your own.
Then, if you play the doctor and you try to treat a carácter who has been injuried by shrapnel, you must detail to the referee what do you do?.