diff --git a/docs/scenarios/CLEAN_GROUND.md b/docs/scenarios/CLEAN_GROUND.md index e04ce27..a0b8725 100644 --- a/docs/scenarios/CLEAN_GROUND.md +++ b/docs/scenarios/CLEAN_GROUND.md @@ -459,8 +459,8 @@ wants somebody official to look at the place. about them. `[CUS: Spot — the same six at the back, and the same six yesterday]` - Somewhere out on the flank, something is keeping pace at a distance and on all fours. - **If violence against the column is even possible at your table, read EXPOSURE in Act - Four first.** Six of them wipe one party in twelve; at four players three of them wipe - two in five. This is the dangerous encounter in the scenario and it is in this act. + Four first.** Six of them wipe one party in seven; at four players three of them wipe + nearly half. This is the dangerous encounter in the scenario and it is in this act. **Failure case:** if the party refuses contact, the column camps within sight and one of the children is sent over with bread. That works on almost everybody. @@ -585,7 +585,9 @@ encounter in the case that is incapable of being dangerous. Ashcroft, Bhattacharya, Renshaw, Braithwaite, Pollard, Okonkwo. Taken at commit 6f33525 with a clean tree. -> **Re-measured at 6f33525**, after the harness was corrected: hit location by body +> **Re-measured at 6f33525** (harness unchanged since ad5fd57, so the figures are +> identical at 8f3e1ff), **including the four-player cut rows further down**, after the +> harness was corrected: hit location by body > plan rather than species, armour per location rather than one scalar, and flyers > grounded by a lost wing (R-264). The finding is unchanged and the shape of the > curve is unchanged — but the column got dearer to fight, because a torso vest no @@ -621,23 +623,24 @@ losing. Both of the first two are live in this scenario. has replaced a scenario about classification with a scenario about a monster, and the case stops meaning anything. 2. **Adding hollow men buys rounds, not danger.** Six of them still wipe nobody — and - take a **median twelve rounds** to resolve. In a 45-minute act that is the whole act, + take a **median thirteen rounds** to resolve. In a 45-minute act that is the whole act, and the Close is what pays for it. If Act Four feels thin, the answer is more doubt, not more bodies. 3. **The column is the lethal encounter in this scenario, and it is not in Act Four.** - Three of them is survivable. **Six wipes one party in twelve. Ten wipes five parties in - six.** The curve between six and ten is almost vertical and a GM improvising bodies + Three of them is survivable, though somebody dies in about one run in six. **Six wipes + one party in seven. Ten wipes nine parties in ten.** The curve between six and ten is + almost vertical and a GM improvising bodies will cross it without noticing. This is why Act Two says the column must never become a threat: not only because shooting refugees is the moral catastrophe of the case, but because the table will lose. 4. **The four-player cut is a different game.** Without Okonkwo's rifle and breach suit - and without Pollard's shield, **three of the column wipe two parties in five** and six - wipe virtually all of them: + and without Pollard's shield, **three of the column wipe nearly half of all parties** and + six wipe virtually every one: | Four-player cut fights | Hurt | Down | Wiped | Deaths/run | |---|---|---|---|---| - | Three of the column | 3.24 of 4 | 2.09 | **40.2%** | 0.85 | - | Six of the column | 4.00 of 4 | 3.98 | **99.1%** | 1.45 | + | Three of the column | 3.25 of 4 | 2.31 | **45.0%** | 0.98 | + | Six of the column | 4.00 of 4 | 3.99 | **99.8%** | 1.46 | At four players, **any** violence against the column is a party-ending decision. Say the row out loud before they commit, exactly as THROUGH TRAIN does.