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Re: Re: [GZG] DSIII q

From: John K Lerchey <lerchey@a...>
Date: Thu, 16 Mar 2006 16:57:05 -0500 (EST)
Subject: Re: Re: [GZG] DSIII q

So, my only counter point to this (and Grant, I certainly agree to parts

of what you just said in concept!) is that it is a set of rules in 
progress.  There is no "build" system for forces.  The command chits
were 
literally drawn randomly.  I could certainly envision (and recommend!) 
that there be some method to opt to upgrade some of your commanders or 
units so that you don't have two companies led by green 3s, unless the 
scenario calls for it.

Next year, if there isn't something in place, I'll pre-determine some 
method to improve command quality if needed. :)

J

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Thu, 16 Mar 2006, Grant A. Ladue wrote:

>>
>>>> DS3 essentially aims to take the old description of combat as
consisting of
>>>> "long periods of boredom punctuated by moments of intense terror"
and shift
>>>> the time scales so the player can concentrate on the terror instead
of on
>>>> the boredom <g>
>>>>
>> ...<piquet sucks :) >
>>
>>>
>>>	One possible suggestion:  In situations with a mobile attacker
and a
>>>   static defender, you may want to allow the whole attacking force
to activate
>>>   at once.	Alternatively, allow sub units to be entirely activated
by the
>>>   main leader with one activation.	It could speed up some pieces of
it.
>>>
>>
>> But you *can* and players *do*.  The cascading activation system
having a
>> command unit burn command points does this.	Maybe they don't produce
>> *enough* command points, but that's just a detail.
>>
>> K'hiff attackers:
>>
>> Command Group
>>	Command Platon
>>	Support Platoon
>>	Air Platoon
>>
>> Company A:
>>	Command Platoon
>>	Heavy Tank Platoon
>>	Medium Tank Platoon
>>	Medium Tank Platoon
>>
>> Companies B and C as A.
>>
>> The K'hiff command group activates and generates his QD in command
points
>> (if that's not enough, consider an option to allow them to generate
2QD or
>> QD*2, or multiply based on color <shrug>).  He now activates the
company
>> commanders for A, B, and C, who in turn generate command points to
>> activate their platoons.
>>
>> If that's not a battalion wide mass activation, I don't know what is.
:)
>>
>> J
>
>    Yeah I know, but it's dependent on the die rolls which are also
dependent
>  on what kind of chits your commander's drew.  Don't get me wrong, I
*like*
>  this system once combat has begun, but when you're in travel up mode
it seems
>  like the companies would travel together.  I'd either allow the the
company
>  commanders to generate 2QD points or allow the whole company to move
on the
>  commander's activation.  I'd only do this if the company remains
together and
>  only until the firefight begins (we all know C+C goes to hell in the
>  firefight).	So, if you want to send that recon unit forward to scope
out the
>  situation, you have to live with whatever you roll.	On the other
hand, if
>  you want to push your whole company into the trap, well more power to
you.
>  :-)
>    In our case, the company commanders had iffy QD and we ended up
moving up
>  in piecemeal.  It might just be a matter of taste though.
>
>
>  grant
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