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Re: SG2 Great War: Comms

From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Tue, 4 Jun 2002 21:02:16 +0200
Subject: Re: SG2 Great War: Comms


----- Original Message -----
From: "Allan Goodall" <agoodall@att.net>
> You really need rules for line cutting. This could be done by mapping
the
> line, but there has to be a possibility that a squad can traipse over
a
line
> without ever knowing it's there. Some sort of abstract system would be
best
> for players without a referee.

It might be enough to define the node points of the phone network and
sketch
an abstract network on paper. Any enemy crossing the direct line between
two
nodes has a chance of finding and cutting the line. Cutting it should be
an
action.

A side with well-prepared positions might have its lines dug in - more
difficult to detect and cut.

Artillery fire might cut exposed lines.

Enemies who take over a phone might listen in on traffic or even issue
false
orders/reports. Though this would require an umpire, I guess.

> You also need rules for "runners". I have some bare bones rules for
runners in
> _Hardtack_. Basically, a command squad can transfer an action within
his
> command by sending an independent figure with the extra action. It
certainly
> makes platoon leaders stay closer to the action!

The main problem I see here is the often considerable delay between
issuing
and executing an order. You need some form of written orders to handle
this,
I guess. Not a convenient mechanism.

Greetings
Karl Heinz


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