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Re: [SG] Bounding movement

From: Allan Goodall <agoodall@h...>
Date: Wed, 06 Nov 2002 07:54:29 -0600
Subject: Re: [SG] Bounding movement

On Tue, 5 Nov 2002 08:45:56 -0500, kaladorn@magma.ca wrote:

>So the situation is *not* quite covered IMO.

Sure it is. You're just moving too far in one go. You could easily move
a
squad 2 inches and halt it. You could then move another squad two inches
(to
catch up) or 4 inches (to bound past). 

Okay, so you will now tell me that the game scale of 5 minutes per turn
means
you should be able to move much further than that in a bound. You're
right.
And _this_ is the problem with an alternating activation system. 

It sounds like you could do what you want with a group move rule, as we
determined was needed in FMAS.

Personally, I think you're adding a layer of realism that isn't quite
supported with SG2. I mean, why worry about this as being "unrealistic"
when
the game has, built in, unrealistic ranges and many over simplifications
as
far as armour and artillery are concerned?

Allan Goodall		       agoodall@hyperbear.com
http://www.hyperbear.com

"We come into the world and take our chances
 Fate is just the weight of circumstances
 That's the way that Lady Luck dances
 Roll the bones." - N. Peart

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