GZG List archives -- March 2006
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.
> >
>
I have to admit, I would like to see more turns as well. Right now, I'm
hoping that more experience with the system helps move this along, but I'm
not sure yet that that is the case.
I still think that the idea of a "continuing" firefight has merit. I would
allow other units to join in, and allow forces in the firefight to roll to
"force" other units into the firefight. Then resolve the firefight in the
next turn. This would allow the game to keep moving, but still keep the move
and firefight concepts. Perhaps only newly started firefights would be
allowed to continue (ie you finsh them in the next turn). Perhaps you can
define a "combat zone" around units already in the firefight, and anyone that
enters that zone gets sucked in. That would allow units to screen each other
and make choke points important (since the first unit stopped at the point
would suck everyone else in).
> 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. ;)
>
How would recon work with a firefight? Should the other guy shooting at
your recon elements force them into combat? In retrospect, one of the odd
things to me from the game on Sunday morning was that my grav tanks were so
fast in one mode and *so* slow in the other mode. My unit was flashing past
a gap, but were forced to come virtually to a stop when fired upon. I know
there is some justification for that, but I'm wondering if there shouldn't be
a way to "shoot the gaps" as it were. I'm thinking that a recon unit would
not necessarily stop and fire back, but would be more likely to maintain speed
to cover. Not sure about that though.
Say, how do very large units like Ogres work with firefights? Does shooting
at one element on a big vehicle allow everything to shoot back?
Grant
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