Quote:
Originally Posted by copeab
Let's say the gun crew is five men. A single roll is more likely to succeed than a group of five roll which all have to succeed. A critical failure is also five times more likely. Hardly seems worth it to me.
If you want the abilities of each crewman to "matter" then make one roll against their average skill. Players can take turns making this roll if desired.
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Crew as I said above is 3 man.You can make Crew(mortar) roll to see how fast can they deploy or fire it.
Team leaders leadership can be used to "shave off" some time.
While there is only plotters(guy who does math when behind obstacle or "eyeballing",with help of tables which hes supposed to fully remember, if direct los) roll to see where it will land.