Prev: Well, too interesting to drop all of the posts in this thread... Next: RE: Philosophy/Design of SF War Games

RE: Philosophy/Design of SF War Games

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 27 Jul 2004 09:47:57 +1000
Subject: RE: Philosophy/Design of SF War Games

Firing missiles as a separate action is more a play-balance issue than
realism.  I actually like the separate fire actions (and run my GMS/L
missile teams in pairs), as if the first shot kills the target, the
second
shot can be used elsewhere or the unit can dig in.

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernskies/ 

> -----Original Message-----
> From: Allan Goodall [mailto:agoodall@worldnet.att.net]
> Sent: Tuesday, July 27, 2004 12:10 AM
> To: gzg-l@scotch.csua.berkeley.edu

> The proper "checks and balances" need to be included. You 
> can't just fix 
> vehicles in SG2 without fixing anti-vehicle missiles, and then also 
> fixing anti-missile rules. You can make vehicles more 
> effective without 
> them taking over the game completely. To do that you have to 
> make anti-
> vehicle weapons more realistic and useful (dropping the 
> requirement of 
> firing missiles with a separate action from the rest of the 
> troops firing 
> is a start). 

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