GZG List archives -- March 2006

Number 268 of 507 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

Re: Re: [GZG] DSIII q



Laserlight 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.

to which TomB added:

I'm with Laserlight on this one. At the pace of modern armour engagements, 2-3 minutes per turn would seem more sensible to me.

As John already posted, the actual shooting parts of a DS3 battle are resolved in tactical combat rounds of 20 seconds each (including movement). The 15-minute turns handle movement outside actual combat as well as more time-consuming actions (eg. reorganizing or rallying units, preparing demolitions, picking up casualties, minor repairs to vehicles etc).


A game turn of 2-3 minutes is (obviously) shorter than a 15-minute turn, but it is still much too long for resolving combat without subdivisions - even the 20-second tactical combat rounds is stretching it for tank combat, but we had to compromize a bit to make infantry work too. At the same time a 2-3 minute game turn is too short to allow the more time-consuming actions to be resolved within a single turn.

***
Laserlight again:

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?

It should only have applied to Co B units.

***
Back to TomB:

The other nice thing about contemplating a 2 minute turn is this: 5-7 turns would fit with
one notional FT turn but at 2 minutes a turn, you'd be fairly close to a stargrunt time
scale. So you could do 1:1 crossover games.

An SG2 turn is nominally 5 minutes, so with a 2.5-minute DS3 turn you'd get 2:1 crossover games instead of the current 1:3 cross-overs... and Full Thrust game turns can represent anything from a little over a minute to upwards of 20 minutes depending on who you ask :-/ (FWIW the FT time and distance scales I prefer are 1 turn = 100 seconds, 1 mu = 100 km, 1 thrust = 10 m/s^2)...


Later,

Oerjan
oerjan.ariander@xxxxxxxxx

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

_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: Re: [GZG] Fleet Scale Snub Fighters
  • Next by Date: RE: [GZG] DSIII q

  • Previous by thread: Re: Re: [GZG] DSIII q
  • Next by thread: Re: Re: [GZG] DSIII q

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Fri Mar 31 01:12:51 GMT 2006