GZG List archives -- March 2006

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Re: [GZG] DSIII



I had a couple of thoughts on Dirtside III as well. Mine were more of the "things you don't want to do in Dirtside III because of the game mechanics".

1) Remember that a Dirtside III game rarely goes past 3 turns. The Friday night game was two turns and the Sunday morning game was one turn. As a result you need to be very careful about what order you activate units. In the Sunday morning game I had my commander activate about 2/3 of our force in one action (a big plus in DSIII) since we had three players and were eager to get started we all started moving our units onto the board at once. WRONG. Huge mistake.

I was expecting to get another turn or two, so I moved my 2/3 of our APC force onto the board just to have them sit in the rear, expecting to use them to follow up in the next turn. Had I waited to see what all the tank units did I could have used that force to follow up on our sweeping right flank move during the end of turn one. As it was I only had one company I could have moved before we called the game for time (did I mention that we still had 3 activations left?). So only move one unit onto the board at a time in turn one and be very careful the order you use them in.

2) If you're the defender, don't shoot at a superior force that has stopped after a firefight is over. It only gives them a reason to reactivate and continue their move. In my opinion, this is a problem with the rules. Grant's heavy tank force moved onto the board, got involved in a firefight, moved out of LOS and the firefight ended. They moved around a large outcropping (using ALL of their major move) and began another firefight at closer range.The firefight ended because the defender went under cover. Then at the end of the game the defender activated a unit that had LOS on the stopped Tank unit. The resulting firefight gave Grant all the excuse he needed to roll into the base and wipe out the defenders command unit. This create a bit of a cascading stress situation, which seems to be the way most DSIII games end, which is fine by me. I don't think any unit should be able to move beyond their major move capability, firefight or not. The major move is the maximum move you can move during the time a turn takes if you were unopposed. Firefights should not extend this ability.

3) Having enough color coded dice and perhaps color coding the vehicle charts would definately speed things up. Next time I'm bringing some color coded dice.

4) As I was the commander I felt engaged the whole battle, which is more than I can say for some. Grant did most of the heavy lifting, but I did have a lot of fun with my "not-Death Gliders". And the K'Hiff did get a nice meal out of the whole engagement. So there's that.

-Mark

P.S.John, what's your preferred storage solution for DS vehicles?

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