GZG List archives -- March 2006

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Re: Re: [GZG] DSIII q



On Mon, 13 Mar 2006 laserlight@xxxxxxxxxxx wrote:

The 2nd DS3 game at the recent ECC was finished in less than *1* full game turn - the defenders' morale collapsed before all the attacking units had had a chance to activate even once...

Which seems a bit odd. I'd rather have a game which usually goes 4-6 turns, I think, and perhaps shorter turns, although I confess I don't know how I'd do that.


Well, there *could* have been more turns if folks hadn't just jumped into combat. ;) Recon can take a few turns if it's done at all. One additional issue is that hidden units/sighting rules have not been fleshed out, so recon is still not a necessity. Assuming that in order to get a better feel for where to do a push, you sent in recon units and needed multiple activations for each of them, you could quickly eat up a turn or two before sending in one or more companies to hammer the foe. That said, I find that in many cases recon becomes an activation or two, if it's done at all. ;)


Which reminds me, on Friday night at ECC we had a unit in Company B break, and the morale penalty was applied to the whole force (ie company A and the HQ platoon). Is that the way we should have done it, or should it only have applied to Co B units?


I'll let OA be definitive on this one, but my guess is that I screwed up. How I intereperet this now is that you had:


HQ
Company A
Company B
Company C (or something like that)

If a unit in Company B breaks, it should immediately cause stress for all of Company B, but unless Company B breaks, the other Companies and HQ should not be impacted.

John

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