Transport Question |
Legion 4
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Post subject: Transport Question Posted: Mon May 05, 2003 5:43 am |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA
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I see your point about that Macro vs. Mirco. But I'm not talking about elevation differences, I'm talking about an AFV behind a wall (like the ruin bit that comes on the base sprue) or something like that. But your point about micro vs. macro is an interesting way to look at it, I never considered that. But that would be another reason why I'm not "hot" on the whole E-A system. I'd like to read Gandalf's reply, but it did not download for me. This has happened before. Pixzel, maybe you can "quote" it for me, the quotes seem to come thru ? Good discussion guys, this is what the forum all about. 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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pixelgeek
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Post subject: Transport Question Posted: Mon May 05, 2003 6:10 am |
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Joined: Sun Feb 16, 2003 8:10 pm Posts: 2642 Location: Edmonton, Alberta
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Quote (Legion 4 @ 04 2003 May,21:43) | But I'm not talking about elevation differences, I'm talking about an AFV behind a wall (like the ruin bit that comes on the base sprue) or something like that. | Interesting point.
Not sure how that would effect the game. I'm trying to think back to what I've read about tank combat and I can't really think of anything that is applicable.
Typically the firing unit is either trying to hide behind the wall or get next to the wall to fire over it :-)
_________________ Guns don't break formations. Blast Markers break formations.
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pixelgeek
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Post subject: Transport Question Posted: Mon May 05, 2003 6:18 am |
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Joined: Sun Feb 16, 2003 8:10 pm Posts: 2642 Location: Edmonton, Alberta
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Quote (Gandalf the Grey @ 04 2003 May,20:52) | Well said Legion, very well said. ??If a Leman Russ represented, lets say, 5 Leman Russes, then I could see us ignoring cover and what not. ?So long as I move one mini at a time, and are concerned where it is on the battlefield as a unit, it is more a tactical game than a strategy game.
I feel like sometimes Jervis is trying to make a 'Command and Conquer' game where you give a general order to a group of units and they go off and battle on their own. ?Trying to simulate that using minis just doesn't work for me. ?If Jervis can quote his favorite authors, point one out to me that stated that units couldn't fire at two seperate formations at once. ?Actually, in doing so, that would mean the unit would be able to distinguish seperate formations in a body of mixed infantry and tanks, which is about as unlikely as you can get. ?
I think some sort of hull down rule should go into effect, just to give me more to think about as I am moving minis around the board. | So long as a single Leman Russ mini represents a single Leman Russ tank, much of what Jervis is trying to do and get us to ignore just isn't going to happen. |
I don't think he is getting us to ignore it so much as he is just not factoring it.
I'll agree that the game still models single vehicles and people but the firing system doesn't take individual lines of fire into account. If my formation can draw a line of fire to a target then the entire formation can fire. Its a level of abstraction above a game that has single units firing at other single units so unless you want to start adding more complicated firing rules you might have to do without vehicle cover.
I feel like sometimes Jervis is trying to make a 'Command and Conquer' game where you give a general order to a group of units and they go off and battle on their own. |
He is. Units break (although in a fairly predictable way), you can't target units your opponent allocates the hits and your suppression is handled outside your control. There is quite a lot outside your control.
Its still damn fun and it still has a lot of tactical opportunities involved, you just don't have the same type of control as you do in other games.
I think some sort of hull down rule should go into effect, just to give me more to think about as I am moving minis around the board.
You could always bring this up on the EpicA board and see what the reaction is. It isn't a very large change to the game so it might be conceivable that it could be added.
Aside from that, there isn't anything stopping you from adding it yourself. House rules are always a good thing :-)
Legion 4
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Post subject: Transport Question Posted: Mon May 05, 2003 6:52 am |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA
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Thanks Pixzel, I can read it now, weird how that happens . Yes, Gandalf, you and I see it as more of a tactical game at almost it's lowest level. I think Jervis was trying to keep things "simple" to a point, so he chose to ignore or simply just left things out. I command a Mech Co. attached to a Tank Bn. much of the time and we spent a lot of time staying under cover, for obvious reasons. In SM1, if you fired at a unit under cover, the roll to hit got a -1. Simple, made sense ... it worked. Troops and vehicles move from cover to cover and try not to stay out in the open too long. Just like your point about dividing fire and Pixzel's about macro vs. mirco, there's a point where the two are at odds with each other. And as I said I have to go with my previous experiences on the gaming tables and in the field as a Grunt... 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Legion 4
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Post subject: Transport Question Posted: Mon May 05, 2003 3:58 pm |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA
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Yes, that is somewhat true. But remember not only does hard cover ,like a wall, stop or deflect the hit of some rounds - Shot, HEAT, HEP, etc., but concealment, like thick vegetation, won't stop a round, but you can't hit what you can't see. ?So by having a general rule for cover and concealment, it "covers" , both contingencies. A well concealed vehicle, won't be visible until you're almost on top of it, sometimes. ?I know, it happened, in my experiences of the past. ?Again, I think it's up to you & your gaming crew, what rules to use. In SM2 they had a rule that a flank shot was a -1 to the save and a -2 to the rear. ?A pretty reasonable rule, but with a d6 system, sometimes too many modifiers, become ungainly. ?So again, use what works for you. ?
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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EpicA has the Crossfire rule that gives a -1 to hit on fire in similar circumstance.