Another logical way to do this is not require the defenders to test until the
attacker actually rolls enough to reach the position. (which is how I often
resolve things). Could result in defensive fire, followed by regular
activation fire (if unsuppressed). If you launch a close assault from more
than 1 combat move away, any casualties are deserved for trying to manipulate
the defenders morale unrealistically.
To overrun, you really need to reach the position to start with (otherwise it
would be a failed assault however you look at it).
Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM
> -----Original Message-----
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> On Tue, 13 Mar 2001, Robertson, Brendan wrote:
> If you launch a close assault from more than 1 combat move away, any
This is something we discussed last weekend, as well. It struck me there is
nothing within the rules, that we could find, to stop a player to declaring a
close assault from half a table away, to break an already shaken defender.
Now, the umpire should clobber this munchkin senseless, of course... But I
couldn't find anything that said the target HAS to be reachable?
> To overrun, you really need to reach the position to start with
Yes, but according to the rules as we read them, the overrun happens
immediately after the test, i.e. before the attacker moved at all. Suddenly
overrun became an underrun;) Anyway, the suggestions I've yesterday clear up
the problem, I think.
Cheers,
er, I'm sorry but the rules state quite plainly that you have to be in range
for the combat role.." this movement distance.. MUST be sufficient to allow at
least some figures of the assaulting unit to come into contact....". Page 41,
third paragraph of INITIATING CLOSE ASSAULT......eg for regular foot max 12",
Fast PA max 24", terrain restrictions notwithstanding....
This is one of those rules discussions just CRYING out for incluson in a FAQ?
Cheers,
Owen
> -----Original Message-----
But I
> couldn't find anything that said the target HAS to be reachable?
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> On Tue, 13 Mar 2001, Owen Glover wrote:
> er, I'm sorry but the rules state quite plainly that you have to be in
Oopsie:)
> This is one of those rules discussions just CRYING out for incluson in
Yes.
Cheers,
Ok, after reading all the email and the rules again here is my take on the
assault.
Close assault can only take place when enemy is at most 2 combat moves away
(opinion, but usefull limitation). Close assault can be at most 3 combat
moves, including followup move. Attacker can never move more than the combat
move rolls he made(opinion, but prevents silly things).
The sequence:
- Attacker tests to see if he feels lucky. If failure, use second action
for something else, else continue close assault.
- Defender tests for holding his ground. If failure retreat, else stay
put.
- Attacker does first combat move.
- If attacker doesn't reach defended position, defender can give
defensive fire. If defender is suppressed he can only fire if he passes
reaction test.
- If attacker takes casualties take test. If failure retreat, else
continue.
- If attacker didn't reach position with first move he can do another
combat move.
- If attacker reaches position, close combat takes place, which will
eventually
result in one of the sides either being destroyed/captured/retreating.
- If not, try again next turn.
Everything of course with the appropriate loss of morale at the right moments.
The tricky thing is to figure out what happens when the defender retreats.
Some of the following is from the rules, and some is interpretation. The
defender can retreat at 2 different moments: 1. Defender retreats when
attacker starts running. The attacker can now do 2 things: a. Do not followup.
This means do at most 2 combat moves and stop when enemy position is reached
or earlier if combat moves fall short. b. Do followup. Do initial combat move
to enemy position or rolled distance (whichever is shorter). Then test to see
if squad feels really lucky, and do another combat move in pursuit if test is
successfull.
2. Defender retreats after hand-to-hand combat. Attacker can again do 2
things: a. Do not followup. Stay put in position. b. Do followup. Do a test,
and if successfull do another combat move (this is the only option where 3
combat moves are possible). If the followup move brings the attacker into
contact with the retreating
defender, another hand-to-hand combat takes place. However, no more
followup moves are allowed.
This is IMHO in the spirit of the rules. It also adds the possibility of not
taking the enemy position, even when the enemy has run away. PSB: the ground
is too soggy or the attackers collectively stumble:-)
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> On Tue, 13 Mar 2001, Frits Kuijlman wrote:
I'd allow for the normal double combat move, up until the target's
original position, and THEN the follow-up move, under option b. Is this
what other peopl do as well?
Cheers,