GZG List archives -- March 2006

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Re: Re: [GZG] DSIII q



> 
> Grant Ladue wrote:
> 
> >I imagine that
> >I don't have the best grasp of modern combat, but is smoke really the only
> >way that recon units break contact?
> 
> There are two ways to break contact (for any unit, not just recon):
> 
> 1) Kill or chase off all enemies in sight, or
> 
> 2) Move out of sight of all enemies, preferrably by moving behind some 
> LoS-blocking terrain feature. If there is no such terrain feature close 
> enough to let you get behind it quickly, deploy a smoke screen to buy the 
> extra seconds you need to get out of sight.
> 
> For light recon units option 1) is rarely practical, so they usually have 
> to resort to option 2) instead :-/
> 

    I wonder if it was the inability to pop smoke for our units that dragged
  out the firefights.  We ended up in firefight where neither side was all that
  likely to damage the other.  Two of my tanks were damaged, so at 1/2 move 
  they were hideously slow.  Took 5 or more rounds to get behind cover.  I
  dunno.  It seems odd in retrospect.  Has there been much playtesting 
  *without* smoke capable units?

> >
> >Yeah, I think get that.  How fast are those grav tanks moving in their
> >"big move" though? The gap they were crossing was about 6 or 7 inches wide.
> >Some piece of me feels like they should have been able to blow across it
> >without being forced into an extended combat.
> 
> A Combat Move of 12 mu equals a speed of 135 mph (216 km/h). If the gap is 
> only 6-7 mu wide a grav tank moving that fast can easily avoid *extended* 
> combat by simply using its first Combat Move in the FireFight to move out 
> of the gap, but it can't escape *all* enemy fire - enemy units on Overwatch 
> will get one shot at it before it can move away.
>
    Hmm, I think the grav tanks only move 3.5 inches at at time undamaged in 
  the firefight.  Perhaps they were unusually slow in combat.  I didn't seem
  wrong for movement *towards* the enemy, but seemed slow for breaking to 
  cover.  Perhaps when running for cover and not shooting at the enemy, the 
  units should move faster?

 
> > >>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?
> 
> As long as all parts of the big vehicle have LoS to the enemy shooting at 
> it, yes :-/
> 
   :-)  I was thinking that that may allow the Bolo/Ogre to squash each enemy
     unit in detail as they open fire.  Now that I think about it though, 
     every unit can fire on the big unit at once can't they?  Definitely 
     interested in how this turns out.


   grant

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