Re: [GZG] DSIII q
From: John K Lerchey <lerchey@a...>
Date: Fri, 3 Mar 2006 14:38:22 -0500 (EST)
Subject: Re: [GZG] DSIII q
Hi All,
Comments below.
>> Hm. If the defenders started this firefight, Grant's units could only
have
>> fired at the defenders' Command Unit if the Command Unit had first
fired at
>> them - ie., either it was the Command Unit that started this final
>> FireFight or it voluntarily joined the FireFight in the second or
later
>> TCR. The only way for Grant to engage the defenders' Command Unit
against
>> the defenders' will is if *he* started a FireFight against *it*, but
that
>> doesn't seem to have been the case here.
>>
>
> Hmm, I wondered about that in the game and asked John about it, and
he said
> it was ok. I suspected we might be doing it wrong and that appears to
be the
> case. That changes things a bit.
>
Hey, I've been known to make mistakes before! :D Looks like this time
too. Grants heavy had CLEAR LoS/LoF to the Order command vehicle, but
it
was not involved in the firefight. I tend to forget that you can't, as
the attacker, bring in new defense targets just because you have clear
LoS. Definitely my bad.
> I had K'hiff grav tanks that could move 72" in one mode and 3" (I
think) in
> combat moves. The defenders didn't have LOS to much of the board, so
I moved
> about 30 - 35" before they began firing on me. After I slipped out of
the
> firefight with two damaged tanks (1/2 move) I could move another 15"
with my
> activation (accounting for the 1/2 move) and I did. Later on they
fired on me
> again and that started the rolling firefight. My two damaged tanks
crawled
> forward, but the undamaged tank could reach an elevated postion
without losing
> unit integrity that allowed it to see down into the infantry position
that had
> fired into me and subsequently gone to ground. At that point, I could
keep
> firing at them doing no damage (it was very unlikely), but maintaining
the
> firefight while the damaged tanks crawled forward overrunning my
opponent.
> We had something similiar with infantry and tanks fighting on the
flank, and
> it also lasted quite a while (with similiar results). It may be that
infantry
> versus tanks can result in long firefights with few results, and this
is where
> the length of the firefight should be restricted to keep a con game
moving.
> I'm thinking that a firefight where one side is firing and the other
is not
> may not be all *that* hard to create, and the length of that kind of
firefight
> should be held down.
>
The infantry should have taken cover if they were not able to fire back.
I mean, if I was there and being shot at and I couldn't effectively fire
back, I'd take cover...
I didn't force the issue in the game, mostly due to lack of sleep.
Yeah,
that's it. :)
>
> I should also say that our local group almost always plays with more
than
> one player per side. It's very very rare for us to play a head to
head game.
> The social aspect of it is a big deal to most people of my
acquaintance. I
> would not like to see DSIII end up being optimized for head to head
play even
> accidentally. I'm thinking that a cap on firefight length and rules
for
> cross turn "continuing" firefights would be a good option for people
who do
> more gaming in groups. I think the current system would be fine for
smaller
> groups and head to head gaming.
>
Sadly, my group is fairly small. We generally have either 2 or 3
players,
with no known prospects to add more. When I go visit Indy we tend to
have
more. I would think that if you have a larger group, and larger forces,
if the command elements activate a simultaneous assault on multiple
fronts
(e.g., at least 1 unit per player, likely more), then each group could
be
resolving their firefights simultaneously.
So,
Player A -------> Enemy A
Player B -------> Enemy B
Player C -------> Enemy C
(which never works out that cleanly, but you get the idea)
As long as there is little crossover between the firefights (player A
has
no contact with enemy B, for example), each firefight can be concluded
beofre there is another activation. Things could get trickier if
Players
A and B ganged up on Enemy A, and left Enemy B out of it, that kind of
thing would happen in DSII as well.
<shrug>
John
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