[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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