GZG List archives -- March 2006

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Re: Re: [GZG] DSIII q



So, my only counter point to this (and Grant, I certainly agree to parts of what you just said in concept!) is that it is a set of rules in progress. There is no "build" system for forces. The command chits were literally drawn randomly. I could certainly envision (and recommend!) that there be some method to opt to upgrade some of your commanders or units so that you don't have two companies led by green 3s, unless the scenario calls for it.

Next year, if there isn't something in place, I'll pre-determine some method to improve command quality if needed. :)

J

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Thu, 16 Mar 2006, Grant A. Ladue wrote:


DS3 essentially aims to take the old description of combat as consisting of
"long periods of boredom punctuated by moments of intense terror" and shift
the time scales so the player can concentrate on the terror instead of on
the boredom <g>

...<piquet sucks :) >


One possible suggestion: In situations with a mobile attacker and a static defender, you may want to allow the whole attacking force to activate at once. Alternatively, allow sub units to be entirely activated by the main leader with one activation. It could speed up some pieces of it.


But you *can* and players *do*. The cascading activation system having a command unit burn command points does this. Maybe they don't produce *enough* command points, but that's just a detail.

K'hiff attackers:

Command Group
 	Command Platon
 	Support Platoon
 	Air Platoon

Company A:
 	Command Platoon
 	Heavy Tank Platoon
 	Medium Tank Platoon
 	Medium Tank Platoon

Companies B and C as A.

The K'hiff command group activates and generates his QD in command points
(if that's not enough, consider an option to allow them to generate 2QD or
QD*2, or multiply based on color <shrug>).  He now activates the company
commanders for A, B, and C, who in turn generate command points to
activate their platoons.

If that's not a battalion wide mass activation, I don't know what is. :)

J

Yeah I know, but it's dependent on the die rolls which are also dependent on what kind of chits your commander's drew. Don't get me wrong, I *like* this system once combat has begun, but when you're in travel up mode it seems like the companies would travel together. I'd either allow the the company commanders to generate 2QD points or allow the whole company to move on the commander's activation. I'd only do this if the company remains together and only until the firefight begins (we all know C+C goes to hell in the firefight). So, if you want to send that recon unit forward to scope out the situation, you have to live with whatever you roll. On the other hand, if you want to push your whole company into the trap, well more power to you. :-) In our case, the company commanders had iffy QD and we ended up moving up in piecemeal. It might just be a matter of taste though.


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