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Re: Re: [GZG] DSIII q

From: "Grant A. Ladue" <ladue@c...>
Date: Thu, 16 Mar 2006 16:18:28 -0500 (EST)
Subject: Re: Re: [GZG] DSIII q

> 
> >> DS3 essentially aims to take the old description of combat as
consisting of
> >> "long periods of boredom punctuated by moments of intense terror"
and shift
> >> the time scales so the player can concentrate on the terror instead
of on
> >> the boredom <g>
> >>
> ...<piquet sucks :) >
> 
> >
> >	One possible suggestion:  In situations with a mobile attacker
and a
> >   static defender, you may want to allow the whole attacking force
to activate
> >   at once.	Alternatively, allow sub units to be entirely activated
by the
> >   main leader with one activation.	It could speed up some pieces of
it.
> >
> 
> But you *can* and players *do*.  The cascading activation system
having a 
> command unit burn command points does this.  Maybe they don't produce 
> *enough* command points, but that's just a detail.
> 
> K'hiff attackers:
> 
> Command Group
>	Command Platon
>	Support Platoon
>	Air Platoon
> 
> Company A:
>	Command Platoon
>	Heavy Tank Platoon
>	Medium Tank Platoon
>	Medium Tank Platoon
> 
> Companies B and C as A.
> 
> The K'hiff command group activates and generates his QD in command
points 
> (if that's not enough, consider an option to allow them to generate
2QD or 
> QD*2, or multiply based on color <shrug>).  He now activates the
company 
> commanders for A, B, and C, who in turn generate command points to 
> activate their platoons.
> 
> If that's not a battalion wide mass activation, I don't know what is.
:)
> 
> J

    Yeah I know, but it's dependent on the die rolls which are also
dependent
  on what kind of chits your commander's drew.	Don't get me wrong, I
*like*
  this system once combat has begun, but when you're in travel up mode
it seems
  like the companies would travel together.  I'd either allow the the
company
  commanders to generate 2QD points or allow the whole company to move
on the
  commander's activation.  I'd only do this if the company remains
together and
  only until the firefight begins (we all know C+C goes to hell in the 
  firefight).  So, if you want to send that recon unit forward to scope
out the
  situation, you have to live with whatever you roll.  On the other
hand, if
  you want to push your whole company into the trap, well more power to
you.
  :-)
    In our case, the company commanders had iffy QD and we ended up
moving up
  in piecemeal.  It might just be a matter of taste though.

  grant
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