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RE: [GZG]re:NewtoRules-CloseCombatQuestion [SEC=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 14 Sep 2006 09:58:57 +1000
Subject: RE: [GZG]re:NewtoRules-CloseCombatQuestion [SEC=UNCLASSIFIED]

Giving the defender a suppression before assaulting can be useful; once
they
withdraw or are forced back, they are in the open and suppressed. 
Meaning
your followup gunfire can be devastating.

Give the defenders some (very bad) heavy weapons and reinforce to the
attacker that if they assault the enemy, then they will have to abandon
the
heavy weapons (and will let the off-table armour pour through to attack
the
enemies rear areas).  That should "motivate" the attacker to risk
close-assaults.

One tweak to the assault rules (which was an interpretation issue when I
started); the defender needs to make their morale check *before* they
choose
whether to stand or voluntarily withdraw.  If you let them withdraw
without
forcing the morale check your assault troops have a tendancy to gain the
position... And then get slaughtered in the point blank gunfire.
This also increases the likelyhood of a unit holding their ground if
they
pass, as the followup for a successful assault can break a unit from
multiple followup moves (although the unlimited assault followup needs
to be
house-rule restricted a bit as well).

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

> -----Original Message-----
> From: Mark Kinsey
> Sent: Thursday, September 14, 2006 9:37 AM
> Subject: Re: [GZG] re: New to Rules- Close Combat Question
> 

> I'm running a scenario where it's important for the attacker 
> to do things quickly. The attacker has PA and the defender 
> does not. Plus the attacker has better quality troops. It's 
> hard to convince the attacking player that closing the 
> distance and getting into close combat is much more effective 
> for him than sitting at distance and trying to get hits on 
> defenders in hard cover.
> 
> -Mark

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