Herr Arnulfe said:
That wouldn't take into account the elevated roof of the barge, the mast, the crates stacked on the foredeck (which could be used either for cover or high ground) and the chaotic close-quarters scrum that ensued once a few of the mutants managed to get onboard. There was also a "drift" mechanic that affected the barge's movement if at least one PC didn't continue poling every round. I like to put a lot of time into making my fights tactically interesting. No offense, but your 5-minute alternative wouldn't measure up.
Actually you could take a lot of that into account, just use a map or the terrain. It is up to the players to use what is availble, such as the crates or the elevation of the roof, to thier advantage (perform a stunt card). I am sorry that my alternative wouldn't "measure up," but your example is laughably complex for what I am looking for in an RPG. Like I said before, if I wanted to play a tactical miniatures game I would do so.