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Re: [DSIII]

From: Allan Goodall <agoodall@h...>
Date: Fri, 21 Feb 2003 11:07:50 -0600
Subject: Re: [DSIII]

On Fri, 21 Feb 2003 08:41:02 -0800, "Bradley, Jason (US - Minneapolis)"
<jabradley@deloitte.com> wrote:

>How are the SG and DS command rules different?  I haven't played SG
much so
>am just wondering if they are much more complicated?

It's been ages, and ages since I last played DS2 (I'll get painting DS2
figures once I've finished painting my 25mm Phalons, and some Call of
Cthulhu
figures). 

The command rules in SG2 are pretty simple. Each player activates one
unit at
a time, with the player with the fewest units having the choice of going
first
or second. If a player has fewer units left to activate than his
opponent, the
player may choose to "pass".

A unit that is activated gets to conduct two actions.

If a command unit is activated, it can do a "Transfer Action". This
transfers
the command unit's action to a subordinate unit, giving the subordinate
unit a
whole new activation (two actions). So, one command unit can re-activate
-- in
this way -- two units under it. This means that a platoon commander can
activate two squads. 

Higher level command units can also activate units below it. A company
commander, if it's available on the table, can activate two units
beneath it.
This includes the platoon command units, which can in turn activate two
squads. So, one commander can transfer an action to two platoon
commanders,
and those two platoon commanders can activate a total of 4 squads.

Unless the command unit is within 6" of the unit it wants to activate, a
communication roll is needed. The command unit's quality die is rolled.
The
communication roll succeeds if it is higher than the highest leadership
value
(as a leader 1 is better than a leader 3) of _both_ units. If a level of
command is skipped, +1 is added to the number that must be rolled
against. 

That's pretty much it. It works very well, though perhaps too well as
command
units spend a lot of time hiding away somewhere (there's no incentive to
risk
the command units as the best thing they can do is Transfer an Action).

Allan Goodall		     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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