GZG List archives -- March 2006

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Re: [GZG] DSIII



Grant Ladue wrote:

>I would limit the length of firefights within a turn. This is
>primarily an issue of fairness within a game. It seemed to me that it
>is very possible to have quite long firefights where few players are
>involved and everyone else is sitting on their thumbs.
[...]
>I would limit these to something like 5 rounds of mutual fire (exact number to
>be determined). A firefight that doesn't end within those 5 rounds would
>be considered "continuing" into the next game turn (ie everyone in the
>firefight is stuck there).
[...]
>I think this would certainly help keep the game flowing, especially
>in a convention atmosphere. I think it would also help keep units from
>moving a long distance in a one sided firefight.


The main reason for the thumb-sitting issue is that DS3 is designed primarily as a two-player game, rather than as a multiple-player-per-side participation game. The "opposing sides alternate activating one unit (or group of units) each" mechanic works very well when there's only one player per side... but if there are larger multiple-player teams on each side the waiting can be very long indeed for inactive players, particularly if the team (or team leader) chooses to activate most or all of one team player's units before going on to the next team player's units. From Mark K.'s post I get the impression that this was a factor at least in the Sunday morning DS3 game.

So yeah, we're aware of it; but so far our best-working solution has been to rely on the team leaders to distribute activations "fairly"... and that solution relies on having team leaders that are fairly experienced with the game, making it impractical for real-world use :-(

I'm not sure limiting FireFight lengths to X rounds would help much though, for two reasons:

* Exept when waiting for off-table artillery barrages to arrive over the battlefield (not sure if the ECC battles featured off-table artillery though), I've so far seen very few FireFights that lasted longer than 5 rounds. Yes, it is *possible* to get them, but in my experience one-sided "direct-fire" FireFights usually end after 1-2 rounds as the losing side pops smoke/goes into cover as quickly as possible; and since units that are already involved in a FireFight can't force new units to join in, a FireFight ends automatically once one side has withdrawn all units from it. If the fight is more even it can last longer, but usually not much.

* It would be fairly easy for the inactive side to circumvent such a FireFight length limit by leaving the FireFight "at the last moment" and almost immediately start a new FireFight as the active units continue their activation. (If OTOH the *active* units try this, they lose the rest of their activation.)

>Using unit quality to determine your base firing dice doesn't seem
>right to either of us.  Should a green unit with high tech sighting
>systems really be much worse than an elite unit with iron sights?

As John pointed out your example is a bit exaggerated, but aside from that: all tankers with actual combat experience that I've talked or listened to agree that crew quality and training is far more important than the fire control equipment used. The biggest problem for Green crews isn't to *hit* a target they've already detected (though that's a factor too), but rather to *detect* that target in time to shoot at it; here the more experienced units have a huge advantage.

BTW John, "iron sights" could be rated as either "Primitive" or "Obsolete" in DS3 depending on what type of gun mount it uses. Unstabilized guns would definitely be Primitive; those with at least some form of stabilization would be Obsolete.

In case of a Systems Down hit the FCS would most likely damage the gun stabilization too and thus degrade all the way down to Primitive, ie. a -2 die shift if moving and -1 if stationary. Thanks for the idea, Grant - I'll definitely put that in as an optional rule! :-)

>We felt it would be better to buy a targeting system for the unit and use
>the quality of the unit to modify it.  Green down 1 dice, Blue even,
>Orange up 1 dice.

<g> You have just described how the DS3 to-hit die types were originally derived - if you apply the die shifts you suggest to the DS2 to-hit dice table, you get exactly the same to-hit dice for the various combinations of range, FCS quality and unit Quality as you get in DS3 :-)

The main reasons for changing the background logic from "FCS die shifted by unit Quality" to "Quality Die shifted by FCS type" was that DS3 already uses the QD for most other tests already, and that the QD was already well defined elsewhere in the rules so we could get rid of DS2's FCS die table...

Later,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

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