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> I just got Phoenix Command!, My thoughts on its realism
Wounded Ronin
post Jul 17 2009, 01:09 AM
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I have to say that Dumpshock Forums is one of the most awesome organizations in the world, because there are so many people here with knowledge of old RPGs and the 80s who are forthcoming with the knowledge and supportive of people who want to learn more about it. Thanks to some information volunteered by people on this forum, I was able to purchase a used copy of Phoenix Command, which is both supposed to be a realistic firefight RPG system, and it is also from the 80s. First, I want to thank everyone who cared for bringing Phoenix Command up, and I will link to 80s music that reflects my emotional state now that I have a copy of Phoenix Command: http://www.youtube.com/watch?v=OT6SuQKu8CA...feature=related

Secondly, I have got a few thoughts about some of the details; to clarify, the only sourcebook currently in my possession is "Phoenix Command: Small Arms Combat System" from 1989.

1.) I *love* how your incapacitation is never totally a sure thing after you've been shot in most cases. There is a certain random chance you will be incapacitated which is modified by your overall level of trauma, which is so cool that it makes me want to sprint up and down the stairs ten times while Something So Strong plays in the background: http://www.youtube.com/watch?v=TdK5J_d2GRI...feature=related . However, keeping in mind that I don't have the sourcebook that contains the optional permanent crippling injury rules, I'd say rehab and healing after stabilization is a little too easy. But that is strictly speaking not relevant to the strengths or weaknesses of Phoenix Command as a firefight, rather than a medical, simulator.

2.) It is back-flippingly hardcore that the graphic of the HK G11 is of what we now consider an early prototype of that rifle. It totally recalls how at that time we all thought that we'd all go caseless in the future, but now the G11 we all recognize and love as a historical footnote is even a different incarnation than the one pictured in Phoenix Command. And seriously, you can tell that even the Phoenix Command people were all irrationally cheesing their pants over caseless delivery systems, because of how the G11 4.7mm caseless cartridge apparently has a penetration value better than that of a 7.62 NATO cartridge fired from a HK G3. The 7.62 NATO FMJ bullet fired out of a G3 at close range has a penetration value of 17, whereas the 4.7mm caseless has 18. WTF, lol. If I had unlimited money, I'd go on the internet and order myself a G11 right now and have it shipped to my friendly local federally licensed firearms dealer. (IMG:style_emoticons/default/nyahnyah.gif)

3.) It is so hardcore and epic that there are actually suppression fire rules tied to how close someone comes to hitting you where you're forced to duck unless you make a mental dice roll. So...awesome, especially given the time these rules were written.

4.) It lets you aim and fire while walking, but it limits the total number of aim actions you may take while walking. So sweet and so cool.

5.) Before the days of Ghost Recon, they actually went and implemented fields of fire and fields of view...in pen and paper format. You can even burn action points to glance around perodically instead of just focus on one point. I want to faint with delight. I really do. I'm getting lightheaded.

6.) One of my issues or disagreements with the game: there doesn't seem to be anything dealing with the use of tactical aids, and yet there is a scenario in the rulebook where a 10 man SWAT team storms a building filled with drug producers. They don't have any tactical aids and are even obliged to break in using sledgehammers. How can you have a modern firefight simulation without use of tactical aids? Now apparently there is another sourcebook with hand to hand combat but I am not seeing anything that claims to be the sourcebook with information on tactical aids.

7.) Another complaint. Firing a revolver in double action mode, or firing a semi-automatic pistol with the hammer down that is designed to be decocked and fired in this manner, penalizes your accuracy. I don't think this rule is really necessary for someone who practices a lot with revolver or with double-action trigger pulls. Maybe if someone is used to single action and goes double action he should be penalized or vice versa. But I feel like Raygun actually did one better here by not applying an accuracy penalty, but by allowing someone with a revolver to fire faster by "fanning" in exchange for not being as accurate. Apparently Phoenix Command doesn't let you fan your double action revolver, really. It just lets you cock it which isn't exactly the same thing.



Anyway, Phoenix Command really seems like such a holy and wonderful thing that brings light into the world, so I guess I will run the two sample scenarios playing both sides this weekend for a little bit of playtesting and to see how much I really like it. I guess I'll write a little after action report on that when I have time.
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