GZG List archives -- March 2006

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Re: [GZG] DSIII q



Hi All,

Comments below.

Hm. If the defenders started this firefight, Grant's units could only have
fired at the defenders' Command Unit if the Command Unit had first fired at
them - ie., either it was the Command Unit that started this final
FireFight or it voluntarily joined the FireFight in the second or later
TCR. The only way for Grant to engage the defenders' Command Unit against
the defenders' will is if *he* started a FireFight against *it*, but that
doesn't seem to have been the case here.


Hmm, I wondered about that in the game and asked John about it, and he said it was ok. I suspected we might be doing it wrong and that appears to be the case. That changes things a bit.


Hey, I've been known to make mistakes before! :D Looks like this time too. Grants heavy had CLEAR LoS/LoF to the Order command vehicle, but it was not involved in the firefight. I tend to forget that you can't, as the attacker, bring in new defense targets just because you have clear LoS. Definitely my bad.


  I had K'hiff grav tanks that could move 72" in one mode and 3" (I think) in
combat moves.  The defenders didn't have LOS to much of the board, so I moved
about 30 - 35" before they began firing on me.  After I slipped out of the
firefight with two damaged tanks (1/2 move) I could move another 15" with my
activation (accounting for the 1/2 move) and I did.  Later on they fired on me
again and that started the rolling firefight.  My two damaged tanks crawled
forward, but the undamaged tank could reach an elevated postion without losing
unit integrity that allowed it to see down into the infantry position that had
fired into me and subsequently gone to ground.  At that point, I could keep
firing at them doing no damage (it was very unlikely), but maintaining the
firefight while the damaged tanks crawled forward overrunning my opponent.

  We had something similiar with infantry and tanks fighting on the flank, and
it also lasted quite a while (with similiar results).  It may be that infantry
versus tanks can result in long firefights with few results, and this is where
the length of the firefight should be restricted to keep a con game moving.
I'm thinking that a firefight where one side is firing and the other is not
may not be all *that* hard to create, and the length of that kind of firefight
should be held down.


The infantry should have taken cover if they were not able to fire back. I mean, if I was there and being shot at and I couldn't effectively fire back, I'd take cover...


I didn't force the issue in the game, mostly due to lack of sleep. Yeah, that's it. :)


I should also say that our local group almost always plays with more than one player per side. It's very very rare for us to play a head to head game. The social aspect of it is a big deal to most people of my acquaintance. I would not like to see DSIII end up being optimized for head to head play even accidentally. I'm thinking that a cap on firefight length and rules for cross turn "continuing" firefights would be a good option for people who do more gaming in groups. I think the current system would be fine for smaller groups and head to head gaming.


Sadly, my group is fairly small. We generally have either 2 or 3 players, with no known prospects to add more. When I go visit Indy we tend to have more. I would think that if you have a larger group, and larger forces, if the command elements activate a simultaneous assault on multiple fronts (e.g., at least 1 unit per player, likely more), then each group could be resolving their firefights simultaneously.


So,

    Player A    ------->  Enemy A
    Player B    ------->  Enemy B
    Player C    ------->  Enemy C

(which never works out that cleanly, but you get the idea)

As long as there is little crossover between the firefights (player A has no contact with enemy B, for example), each firefight can be concluded beofre there is another activation. Things could get trickier if Players A and B ganged up on Enemy A, and left Enemy B out of it, that kind of thing would happen in DSII as well.

<shrug>

John
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