GZG List archives -- March 2006

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Re: Re: [GZG] DSIII q



> 
> On Thu, 16 Mar 2006, Grant A. Ladue wrote:
> 
> >>
> >> Grant Ladue wrote:
> >>
> >    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?
> >
> 
> That was a part of it.  But the K'hiff players were told regularly that 
> they could take Cover Tests or use their Combat Move to move behind a 
> major terrain feature.  In almost all cases, the players (hey, it was a 
> game at a con, what do you expect?) chose to continue the attack instead. 
> :)
> 
    Well, the odds of the big grav tanks actually making cover were not too
  good.  Once the human's had fired their missiles for the firefight, their
  other weapontry wasn't too awful likely to kill a grav tank.  The slow crawl
  to hard cover with covering fire was better than trying for and not getting
  cover (and being pinned in place).


> Yes, we've actually played out the K'hiff attack on Strike Base Alpha a 
> number of times so that I wouldn't be going into the con without having 
> any idea of how it would play out. :)  The K'hiff never had smoke.  Most 
> Firefights were not as long and drawn out as they seemed to be on Sunday 
> morning at ECC IX.
>
    Do you have any feel for why they were different?  

 
> >    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?
> >
> 
> Your heavy grav tanks moved at 3.5; the lights moved at 7 or 8, and the 
> APCs did something like 9.  *Backing* them out of combat is done at half 
> speed.
> 
> There is an option for "travel mode" which makes your morale and ability 
> to fire suck, but increases your movement by either *1.5 or *2 (don't have 
> the rules open in front of me).  You *could* theortically run away in 
> travel mode, but I don't recommend it unless you are really *running 
> away*.
> 
     Hmm, could I have used this to duck behind the hill I was headed for?  If
   so, then it would have cut down on the firefight (on both flanks) by at 
   least a few rounds.  I don't think we realized we had any other options to
   move quicker at that point.


  Grant


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