I’m finding the person-to-person mini-Firefight doesn’t give us enough tactical interest and payoff for the time it takes to execute.
My last mini-firefight we screwed up a little because there’s no Contact roll; dropping that roll would speed things up some. But the fact that all you can do is advance, withdraw or go into the close combat mini-game feels sort of…dull. I’m not sure what one gains by adding advance and withdraw, other than the ability to take up a position and gain some dispo and cover.
Because of the lack of rich tactical interaction like you get with a full Firefight, we’re pretty much just left with trying to advance into someone’s position, or actually beating the shit out of each other with (usually) versus tests.
Probably our dissatisfaction with this level of fighting comes from many years of playing Exalted, which is comprised almost entirely of intricate man-to-man combat.
Maybe what might help is ideas on setting more interesting man-to-man stakes? I understand the “blow the other guy away” thing is implicit in all firefight objectives; in last night’s game, we were both really stuck on coming up with anything more interesting than that because that’s all we wanted out of the fight: I wanted him dead, he wanted me dead, end of story.
I dunno…the Firefight rules rock so hard for large-scale combat. I’m taking suggestions on how to make the mini version more interesting.