Re: [SG] Discussion about weekend questions
From: John Atkinson <johnmatkinson@y...>
Date: Wed, 17 Jul 2002 15:13:43 -0700 (PDT)
Subject: Re: [SG] Discussion about weekend questions
--- Adrian Johnson <adrian.johnson@sympatico.ca>
wrote:
> But that isn't what the Stargrunt movement system is
> trying to represent...
> It is not going to work for a passenger car driving
> down the highway at
> 120kph, but it is intended to work for an APC, in
> battle, making *small*
> movements from cover to cover, jinking around the
> battlefield, etc etc.
I don't think I'm the only one on this mail list that
has actually served time as a dismount in a mechanized
unit on large-scale exercises.
It is NOT uncommon for us to spend _6_hours_ moving 6
km.
This is not because we are moving at a steady speed of
6 kmph.
This is because we are sprinting to a covered
position, waiting around for other elements to move,
sprinting again, etc, etc, etc. This is why I get
plenty of sleep on the attack. Waiting to do. . . not
much from a dismount's perspective.
> a) there have to be some limits on vehicles, or
> they'd move around the
> entire board in a 25mm stargrunt game virtually at
> will, and that would be
> too much of an advantage;
The obvious counterbalance would be to impair their
ability to spot dismounted troops sitting in a bush
with a big whonking GMS/H launcher and a stack of
missles.
> b) everything else in the game is limited by the
> nature of the turn
> sequence... so for example you have the situation
> where the more
> "realistic" speeding vehicle, driving 60", drives by
> 10 enemy squads who
> can't do anything about it because they've already
> been activated that
> turn...
Overwatch rules, which stargrunt.ca has.
Another balancing factor would be to do what DSII has
done to make infantry downright scary: Treat GMS/L as
a size 3 weapon for damage purposes, and issue a
couple to each platoon. Plus make IAVRs more
lethal--they are severely underrated in SGII.
> "...the timescale is... pretty irrelevant to normal
> play; most real combat
> consists of sudden bursts of frantic firefight,
> separated by long periods
> of movement, scouting, observation and general
> inactivity."
Which proves he knows what he's talking about. . .
It really boils down to: Stargrunt is an infantry game
with vehicle rules bolted on.
John
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