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Re: [GZG] Gzg-l Digest, Vol 37, Issue 24

From: Tom B <kaladorn@g...>
Date: Tue, 28 Sep 2010 19:24:46 -0400
Subject: Re: [GZG] Gzg-l Digest, Vol 37, Issue 24

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Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lLike OA, I
always figured you'd 'clear for action' by having everyone don a
vacc suit and depressurize the ship. This would help reduce the fire
hazard
by reducing the number of spots oxygen ould be found throuhgout the
ship. It
might also limit the explosive decompression effects.

Even if you didn't do that, everyone would be in a vacc suit with only
the
faceplate open. You can't guarantee the enemy won't hole you and if they
do,
you could have as little as 15 seconds before you're unconcious (you'll
probably have more unless the hole is huge - I did the math some time
back -
but it won't be all that long).

Roger made the comment:

(Nor, it could be argued, do realistic battles [make for interesting
wargames]. But that's a separate discussion.)

People fighting intentional battles (attacks against fixed defenses or
locations) tend to have a plan to win, which involves bringing a much
bigger
hammer. Much bigger. That is (most of the time) uninteresting to fight
out
from either side's perspective as a game.

When does it become interesting as a game?

a) The incoming side didn't have all of their force arrive
b) The defending force had late reinforcements or had a lot more power
than
it was thought

In either case, an accidentally more even battle ensues and can be fun
to
play.

This is essentially the root of meeting engagements as well - roughly
equal
forces, unexpected encounter.

I'd say surprise is a *key* to interesting wargames because interesting
wargames require a somewhat even fight. And that requires someone to be
desparate, stupid or surprised. You don't try to pick even fights. So if
you
got into one, it was probably a surprise.

TomB


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