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Re: Some SGII questions

From: gmcvicke@w... (Gerald McVicker)
Date: Mon, 26 Aug 1996 14:18:08 -0400
Subject: Re: Some SGII questions

>> A unit that has recieved a transfer can activate again, even if it
has
>> already activated.  This means the unit can take its two actions
again, yes
>> it can fire again.  Cool huh?  This is worth jamming if you're the
enemy.
>
>I disagree with this one.  On page 16, under AVAILABLE ACTIONS, next to
>the double asterisks, it says "Unit may perform TWO fire actions, but
>only with DIFFERENT weapons; any single weapon may only fire ONCE per
>game turn."  That's per game turn, not per activation.  Furthermore,
>there is a clear difference between game turns and activations in other
>aspects of the rules.	So I would conclude that even if you re-activate
a
>squad with leadership that squad can not fire again.

	Yea, thats what I thought at first too.  But on the same page,
second column, 6th paragraph it says, "If the communications action is
sucessful, then the subordinate unit may immediately make a full
ACTIVATION
(two actions), just as though it was on its own normal activation turn;
this is carried out BEFORE the opponet's next activation occurs, as it
is
all considered to be part of the superior commander's activation." 
Without
stating what "normal" means it is kind of confusing.

	On page 33, 6th paragraph, the book says, "IMPORTANT NOTE: as a
general rule, NO WEAPON MAY BE FIRED MORE THAN ONCE PER TURN; a unit may
perform two fire actions in one activation, but they cannot both be with
the same weapon(s)."  Now our group took this to mean that under
"normal"
circumstances this is true, but the activation command was an exception.

	We at first thought this sounded so powerful it couldn't be
right.
When we have played it this way we discovered an amazing fact....people
started using their EW guys to jam communications rather than holding
all
of their EW chits to use against your support fire.  It didn't unbalance
the game, and could add a surprise punch as well.  Besides a bunch of
green
troops under a LV2 really don't have a great chance of activating a
unit,
especally if an EW guy is interfereing.  When you condsider that a
platoon
leader could only activate two units max "if he makes his rolls"  it
really
isnt that unbalancing.	Besides, both sides can do it.	 We've tried it
both ways, and the game is great either way!

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