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RE: [SG] Close assault interpretation questions

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 13 Mar 2001 15:41:59 +1100
Subject: RE: [SG] Close assault interpretation questions

Another logical way to do this is not require the defenders to test
until
the attacker actually rolls enough to reach the position.  (which is how
I
often resolve things).	Could result in defensive fire, followed by
regular
activation fire (if unsuppressed).  
If you launch a close assault from more than 1 combat move away, any
casualties are deserved for trying to manipulate the defenders morale
unrealistically.

To overrun, you really need to reach the position to start with
(otherwise
it would be a failed assault however you look at it).

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
> From: Allan Goodall [SMTP:awg@sympatico.ca]
> Sent: Tuesday, March 13, 2001 3:01 PM
> 
> >[Bri] I respectfully disagree with Alan here.
> 
> I re-read the passage tonight, with the rules in front of me. It seems
> obvious
> from the writing that Jon was thinking of a situation where the
defenders
> ran
> and the attackers could have engaged them in hand-to-hand combat. 
> 
> The problem comes when the unit couldn't make it to engage them in the
> first
> place. That is, they do the two combat moves and fall short.
> 
> After thinking about this, and actually having the rules in front of
me, I
> concur with Brian. Start the overrun from the point where they stopped
> moving.


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