1) I like simultaneous declaration\resolution for this type of game - no grid, using the ARMA movies, etc. It makes for a faster and more cinematic play. It also feels less like an RPG with specific sequencing and all the benefits that usually come from that.
2) Determining distance on the map was and is an issue for me. You made a good adjustment with adding the distances in that chart. But that must be a lot more work for the GM than just using tokens on a grid. Also, the chart with distances only works for that moment, distances are still a bit of an unknown if I decide to move somewhere first, then take an action. For that matter, knowing how far I can move is an issue - ie, can I make it to X location?
That leads to even more posts with If\Then type situations. Maybe that is more reflective of real life? I don't know if I can make it to the back of the next truck before I get shot. But, this is a game, first and foremost. The function of all the standardized rules is that it makes things as transparent and as easy to use as possible, for both GM and player.
For me, I have to open like 3 windows to figure out my turn. 1 for the map (clipping due to size), 1 for the distance chart, 1 to type and go back and forth between them to figure out what each PC can do. That seems like more work than just using a map with a grid. Maybe this is just an "old dog vs new trick" mentality on my part.
I realize grid maps and ARMA don't play nicely with each other. I DO really like seeing the narrative combat round played out, that is such a new and unique feel. I am FEELING IT!
3) thanks for the tactical feedback, I appreciate it. Gecko certainly went hero mode, which is probably not the safest strategy IRL. But again, I know its a game and he has plot armor
I was pleased with the mechanics of U5. I really like the system and the range adjustments you made, which seem to make sense and work well.
4) suggestions for next combat:
if we are going to stick with ARMA as a our map, I would still love a distance key, like on a map, with
0-----30ft-----60ft----90ft----120ft
or something on the bottom of the map, just to give a eyeball for scale of movement and distance
or
set up scenario in ARMA, drop a grid over the map for distance\movement declarations
use ARMA for narrative of each round
admittedly, this seems like a LOT more work for the GM
or
set up scenario in ARMA, convert to a combat grid for turn by turn rounds
just make an ARMA movie at the end
easier, but not as immersive
I would really like to see what a map with Fog of War elements would look like in ARMA. This was a nice open field in full daylight. I think the ARMA movie each round could be really engaging when you don't know enemy positions. Lots of surprises!