On the Topic of Friendly Fire with Ranged Weapons (and why it isn't such a bad thing)

Lunar Adept

New member
So, I've seen quite a few complaints about the targeting priorities with ranged weapons, specifically the way it hits survivors in a zone prior to hitting the zombies in that zone. I've seen these complains both here, a certain other board gaming forum, and on the kickstarter comments. However, I'd like to speak up on its behalf, as well as cover a few of the house rules I've seen that cover it.

Actually, first I'll be reviewing the house rules I've seen.

  • One of them is that if you miss shots that you fire into a zone with a survivor (other than you) and a zombie, the missed shots hit the survivor.
  • Another is where when you fired into the aforementioned situation, if you roll the minimum required (i.e. if you roll a 3 on sawed offs or rifles, a 4 on shotguns or pistols, a 5 on SMGs, etc.) that it will hit the survivor.

These both have the same issue, however the second one does not have it as badly. Specifically, the fact that you have a chance to hit your buddy. This will seem strange, but I view it as vastly preferable to have a 100% chance of friendly fire than just a partial chance. I'll illustrate why with an example:

Let's say that Jimmy Jones is in the same zone as a walker, and is wounded. Jimmy Jones has already moved. The only hope poor Jimmy has is if Sarah Snow in the next zone comes to his rescue. Sarah is uninjured, and is equipped with a pan and a pistol. However, Sarah's player wishes to remain uninjured, so she decides rather than run in with her pan and use the two actions remaining after moving attempting to hit with a 6+ item (and even if she misses twice she'll still be able to take the hit for Jimmy) she instead uses her pistol.
  • Under the first house rule, if she misses she'll hit and kill Jimmy if she misses, specifically on a 1, 2, or 3. So by using her pistol rather than running in with the pan, Sarah has a 50% chance to kill Jimmy herself rather than save him.
  • With the second house rule, if she rolls a 4 (since it's the pistol and hits on a 4+) she kills Jimmy. On the plus side, she does get 3 actions this way. Running the numbers (assuming I did it right), she has a 1 in 8 (~12.5%) chance to miss both the walker and Jimmy on all 3 shots, a 7 in 24 (~29.2%) chance to put a bullet right through Jimmy's poor head, and a 7 in 12 (~58.3%) chance to save Jimmy at some point in the course of those shots.
  • If she'd just run in and use her pan for her last two actions, she'd have a 25 in 36 (~69.4%) chance to miss and get hurt. She only has a 11 in 36 (~30.6%) of killing the walker with the pan. However, Jimmy has no chance of dying, since Sarah will take the wound for him.
Now, from Sarah's perspective, for some players, she'd be MORE than happy to take the 50% chance of success in the first instance, or the 58.3% chance of success in the second over the 69.4% chance of her being injured. Rejoice Jimmy, for your trigger happy savior is here! However, from Jimmy's perspective, if I were Jimmy, I'd be spending Sarah's turn wondering why she was taking a chance with my survival. Especially if this is a 4-6 player game, where if poor Jimmy dies then he is out of the game. If Sarah accidentally gets Jimmy killed in this scenario, this will be due to her taking advantage of the house rule giving her the option to gamble with ranged weapons rather than move in to save Jimmy with a 100% chance.

As much as I agree that the rule is rather silly in the context of thinking about whether or not you would have at least a chance of hitting something other than your buddy, I think making it guaranteed that you'll hit your buddy is a good way to stop people from making stupid risks in a (and this is especially important) cooperative game with player elimination if those risks fail to pay off. The "hitting your buddy in all cases but sniper and the sniper rifle" rule is there partially to limit ranged combat but more importantly to gameplay because it will lead to far less in the way of hurt feelings around the table than a "hitting your buddy in a 1 in 6 or something like that, thus making trying that shot fine 'because my luck is great don't worry oh shit you're dead'" rule.

And if you view my example as silly because it has just 1 zombie and so clearly you'd run in to save Jimmy... first off, there might be someone at your table who would chance it. Second, if there were 30 walkers in there with Jimmy, you don't want to risk hitting Jimmy even if killing zombies couldn't save him. At that point, Jimmy is royally screwed and at least all 30 will spend their turn chowing down. Don't look, just run!

If you don't want to deal with shooting into melee, try to plan ahead better.

If your issue is that the player order being unchangeable on a given round leads to somebody getting stranded with ranged weapons at the end of turn order, maybe house rule it so that the table can agree once each round to let one person break the turn order and move earlier than they usually would or something, thus letting your non-sniper ranged fighter to shoot prior to your melee guys rushing in. You could still have it so the first player token moves first, but that after that somebody could jump the line. (after that turn order would resume as it would have if he hadn't jumped in, skipping him when it comes to him. For example, A B C D and E are at the table, and will move in that order. A takes his turn, as the first player, then the table all agree to let D jump the line because he has only SMGs to use and they want those used before B and C run into a zone to attack. After D playing his actions, B moves, then C, then E. So D doesn't get two turns, he just moves earlier than he otherwise would.)

TL,DR: It may be a silly rule from a thematic standpoint, but it's more for gameplay reasons and to avoid bad rolls leading to bad feelings around the table (and you don't want to come away from a co-op game feeling you died from your buddy getting greedy about his own health). If you want to fix some of the issues it causes when combined with the other rules, consider the possible house rule option I put forward in the last paragraph. Just my two cents on the issue. Thanks for your time!
 

strewart

New member
Good post. Interesting to see that playtesting is making the rule seem right, I've changed my mind and will try a few games with rules as is before trying to change anything.
 

jacksonmills

New member
I never really thought about it for from the perspective of the doomed, but you are right, this does reduce the risk of hard feelings around the table. Thoughtful observation!
 

CptJake

New member
I based my acceptance of the rule on real life.

First assumption: If there is a survivor and a zombie (or worse zombies) in the same area, they are in motion. The zombie(s) is (are) constantly trying to grab the survivor, who is probably not just standing still to allow that.

Second assumption based on quite a bit of experience: Most people cannot hit a still man sized target with a hand gun at more than 5 feet while stress shooting. Frankly most people can't shoot a long arm fast and accurately and hit a man sized target while stress shooting more than 15-20 feet away. Go ahead and test this. Get a buddy with a stop watch and gun up. Run a 50 meter dash with the weapon, and at the end of your sprint immediately try to hit a target 20 feet away. Have your buddy time how long it takes you from end of run to hole in target.

Third assumption (again based on experience): Your eye is drawn to certain things, like a familiar face in a crowd, or your buddy in the middle of a horde of zombies (okay, the zombie part is not actually experience based). The weapon in your hands tends to point towards what you are looking at. See where this is going?

So, I honestly don't think folks are going to shoot into an area and easily miss their buddy and instead hit the threat. Except in movies even super highspeed SOF types are not gonna fire into a melee their buddy is involved in. You just don't do it unless you want your buddy dead.

Now, plenty of folks will claim that they want the CHOICE to do so, and that there should be a CHANCE to make the shot. Most propose what in my mind is a ridiculously high chance of success. The game designers seem to have given you the choice. You can CHOOSE to cap your buddy to save yourself. Remember it is supposed to be a cooperative game. The rule, as written encourages the players to PLAN their turn and to wade in to save their buddies vice run around making incredible shots that never hapepn in real life, especially with a bunch of untrained civilians who just found these guns doing the shooting. Heck, most folks couldn't figure out the safety on an unfamiliar weapon... At least not quickly and while under stress.

Just my justification for accepting the rule as written.

Jake
 
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Droganis

New member
Hear hear to all!

I like the added strategy of making you very careful when unleashing firearms. CptJake has a good point in terms of ability, although I have absolutely no way to judge from personal experience. Most things I've read about firearms match up with his justification, though, and certainly makes sense to me. And playing the game cooperatively would highly suggest that you don't want to be accidentally blowing your friend away, so I'm fully with Lunar Adept.

I think it does just boil down to the question of how you want the game to play. Are you playing an action or horror movie? Also, how much do you like guns, vs running in and chopping some zombie heads off? Play according to tastes, but realize that the rules likely weren't put in out of spite.
 

Tolio

New member
I think your last bit about taking your turn in any order is my biggest problem with the friendly fire rule and something i feel really should be a separate rule for the game anyway.

It can really bog the game down to have to have everyone wait for their turn because they can't open the door, same with a person with guns can't fire becuase the melee people go first. So it just makes it so much harder to work together under the normal turn order rules. A very similar game, Last Night on Earth, uses the ruling that all players can go in whatever order they want every turn and it works great.
 

jacksonmills

New member
IDK, I think thats precisely why I like it. You have to think harder about your choices and plan ahead. People who have crowbars and fire axes have to be more responsible and prepare themselves to clear ways, or pass the baton.

The only thing I don't really like about it is that is a little hard to keep track of with what comes out of the box - especially if you have players playing more than one survivor. Pen and paper works well though.

As an alternative/variant to the rule, the person with the first player token could pass the first player token to whomever you like, and then proceed clockwise from there.
 

Grodd1016

New member
I think I may have been one of the first to suggest "Miss and hit your friend" rule, but you've convinced me to go back to playing the rule as written. I need to look at it as "We are the last people on Earth" and not "It's just a little plastic guy" when it comes to shooting. I can see how the rule will add tension to the game.
 

Hairystef

New member
I really like, and play, the "miss and hit your friend" version. Why? Because it makes for a more cinematic feel. At a critical moment, when your sure your buddy is a goner, you whip out your gun and shoot the zombie's head off just before it bites... Too good not to try it! And I play the same for every intance where targetting priority enters play, like running over zeds with a car. Of course, the more zombies there are, the more chances you have to hit your friends in the confusion, but think of the general cheer around the gaming table if it works out!

Stef
 

Nicolas Raoult

New member
I really like, and play, the "miss and hit your friend" version. Why? Because it makes for a more cinematic feel. At a critical moment, when your sure your buddy is a goner, you whip out your gun and shoot the zombie's head off just before it bites... Too good not to try it!
Hello. :)

This is called the Sniper Skill. :)
This houserule dangerously overpowers Ranged Combat over Melee Combat. Survivors with "+1 to dice roll: Ranged" are powerful enough. ;)
 

Talm

New member
If you are determined to allow a chance for success on ranged, perhaps a successful role of 6 only is the way to go. A pistol would then hit a zombie on a 6, the survivor on a 4 or 5, and completely miss with 3 or less.

We stick with the rules as listed in the game though. Melee fighters seem to take an inordinate amount of risk as it is, and increasing the effectiveness of ranged is moving too far away from proper balance IMO.
 

Hairystef

New member
This is called the Sniper Skill. :)

Yep, and snipers, as it is, have no chances whatsoever to hit a friend + can shoot those pesky runners first! My proposed house rule, 'cause in my house I propose it to my friends who are free to refuse it, doesn't take away from the sniper rule, which is way safer than the "miss and hit your friend" thinggy... unless you play with the "miss and hit your friend" rule, dough! Maybe I should add a little addenda that snipers aren't affected by the "miss and hit your friend"? Hmmm, food for thought.

Probably that my positive attitude to this is because I always start my Survivors at zero XP.
 

strewart

New member
I have so far played that survivors are hit first as per the rules and it is working well, I am actually preferring it to shooting into a mixed zone and hoping.

The only thing we have done (to start with because we didn't know which way the rule was intended, now because we think it makes sense) is if you are shooting at range zero (ie. same square) you will not hit other survivors on the same square instead of zombies. Ranged weapons have become more powerful than most combat weapons, but game is still balanced overall.
 

Scorpion0x17

New member
The only thing we have done (to start with because we didn't know which way the rule was intended, now because we think it makes sense) is if you are shooting at range zero (ie. same square) you will not hit other survivors on the same square instead of zombies. Ranged weapons have become more powerful than most combat weapons, but game is still balanced overall.

That completely obviates the requirement to carry melee weapons and to manage ones inventory.
 

Niranth

New member
I had a chance to talk to a fellow from CMON who had talked with the designer. Apparently, there was an issue with translation. If the target is in the same zone, you choose the target. I may try it this way, but I'm waiting to see if the FAQ clarifies this.
 

Scorpion0x17

New member
I had a chance to talk to a fellow from CMON who had talked with the designer. Apparently, there was an issue with translation. If the target is in the same zone, you choose the target. I may try it this way, but I'm waiting to see if the FAQ clarifies this.

Hmmm.... That sounds very "A bloke down the pub told me..."

I think a second Questions for Guillotine Games thread may be in order...
 

Niranth

New member
The "bloke in the pub" is from CMON, but as I was not there I become "the bloke in the pub" who heard it from... I would much prefer to hear it straight from GG myself, they may find the current understanding works well and may want to keep it this way or it may well be a misinterpretation.
 

Scorpion0x17

New member
The "bloke in the pub" is from CMON, but as I was not there I become "the bloke in the pub" who heard it from... I would much prefer to hear it straight from GG myself, they may find the current understanding works well and may want to keep it this way or it may well be a misinterpretation.

I wish I could understand French - 'cos there's a play through video with two of the GG people, but it's in French - and I'm sure many of these questions are answered in that (even if they're not directly addressed, one might be able to see from the way it's played).
 
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