[Diaspora] Platoon Combat Confusion

Byron Kerr byronjdkerr at gmail.com
Fri Feb 5 18:06:34 MST 2010


Don't worry Buzz, Brad does that a lot. You should try reffing a game he's
playing in. ;)

On 5 February 2010 13:52, Buzz <buzz at buzzmo.com> wrote:

> Damn! Beat me to it. :)
>
>
> >  -------Original Message-------
> >  From: Brad Murray <bjmurray.halfjack at gmail.com>
> >  To: diaspora at phreeow.net
> >  Subject: Re: [Diaspora] Platoon Combat Confusion
> >  Sent: Feb 05 '10 3:28pm
> >
> >  On Fri, Feb 5, 2010 at 1:18 PM, Sam Friedman <[LINK:
> >  mailto:safriedman at gmail.com] safriedman at gmail.com> wrote:
> >
> >
> >  - representation on the map: If I am fielding the sample t3 Marine
> Platoon
> >  (p. 196), how many markers do I need?  One for the whole platoon?  One
> >  per team?  One per unit on each team?
> >
> >  You should have seen the text BEFORE the edits. :D A platoon is composed
> of
> >  multiple teams. A team is a single entity on the map. A unit usually
> refers
> >  to the miniature used to represent the team on the map.
> >
> >
> >
> >  - action: Each unit takes an action, right?  So a single marine (unit)
> >  could split off from his pals (team) to engage his arch rival (unit)
> >  one-on-one.  A team could move away from the other teams in its platoon
> to
> >  execute a pincer maneuver.  Right?  As long as they're within range
> >  of their Platoon Leader's communication, they'd be able to use any
> >  of the available actions?
> >
> >  Teams can move away from the platoon (subject to the platoon membership
> >  rules of course) and do as they please, yeah. A single guy is not
> >  (generally) functional at this scale, though I would totally zoom in on
> a
> >  PC vs Arch-Villain combat and use the personal combat rules.
> >
> >
> >
> >  3.  Movement
> >  - "If your movement places you in (or passes through) the same zone as
> an
> >  enemy unit ... the moving unit ceases movement."  This is different than
> >  the every zone you move through has the potential for a compel, right?
> >
> >  Yes.
> >
> >
> >
> >  4.  Platoon consequences
> >  -  Typical Unit Stress Tracks, p.187, says "All units have a single
> stress
> >  track, Morale.  A platoon may expend consequences to mitigate hits ... A
> >  platoon has three Consequences to allocate and each can mitigate two
> >  shifts."
> >  -  But in Damage on p. 192, "A platoon can have a maximum of three
> >  consequences ..." mild [reduce by 1], medium [reduce by 2], and sever
> >  [reduce by 4].
> >
> >  Ugh I thought we found all those. Either way works. We went to two-per
> to
> >  simplify bookeeping, but we found we were reflexively using the more
> >  complicated but familiar form in real play. I recommend p.192 as
> canonical.
> >
> >
> >
> >  -  So if a unit in a platoon would take that deadly hit, its owning
> >  platoon can "give" one of its consequences to that unit?  Is this
> >  consequence free-taggable on the unit or the platoon?  Does it "occupy"
> >  one of the platoon's otherwise-available consequences?
> >
> >  Consequences are all on the platoon and never on the unit. The text
> might
> >  refer to the unit, but it's the platoon where all the record-keeping
> >  stays.
> >
> >
> >
> >  5.  Artillery
> >  - Any suggestions on how to narrate the fact that my artillery card is
> off
> >  the map?  I have a sinking feeling my war-gaming friends would say "well
> >  hey, that should be somewhere on the map.  I'd like to capture your
> >  artillery cannons and use them against you."  Is there a way to model
> this
> >  (I'm thinking a small-scale concession of some sort?).
> >
> >  I think that fighting for control of the artillery itself is a scenario
> in
> >  itself, in which the cannons are props and don't do anything. Not sure
> >  how to help you with this -- they are just way off the field of battle
> such
> >  that if that's where the fight was, it'd be a different fight. If
> >  you want to model artillery that's close (like anti-tank guns, light
> >  artillery, and mortars) use platoons (armor or infantry) with the
> Indirect
> >  Fire ability and put them right on the map. Part of the reason artillery
> >  behaves as it does is because it's distant and inaccessible.
> >
> >
> >
> >
> >  Any help is appreciated.
> >
> >  Hope you got some Sam! Let me know how it goes.
> >
> >  --
> >  Brad Murray (halfjack)
> >  VSCA Publishing
> >
> >  --------------------
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-- 
The well travelled non-Traveller of VSCA Publishing.
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