From: Thomas Barclay <Thomas.Barclay@s...>
Date: Sun, 21 Jul 2002 17:15:04 -0400
Subject: [SG] firing weapons on the move
Allan, I'm gonna take a moment and play Devil's Advocate. You (and laserlight) cite several reasons for penalizing a vehicle firing on the move: 1) spotting 2) unmodelled terrain obstruction 3) partial turn visibility from shooter to target 4) game balance / trade off Let me approach these indivdually: 1) spotting If spotting is subsumed in fire combat, then yes, I'd have to agree that this was a somewhat reasonable penalty. However, I myself perfer to maintain discrete spotting mechanics as it works a bit better (people don't shoot at things they haven't spotted, nor do they randomly lose track of units they knew about). But if you subsume spotting in the shooting rolls, I'll concede this. 2) unmodelled terrain You suggest that unmodelled terrain may cut target visibility. Why do we never have this problem when our units stop otherwise? Since we don't, I don't particularly think it is fair to impose it. My feeling is if it isn't significant enough to appear on the board, it isn't significant enough to have in-game impact. I think if you used this theory to justify an upshift while moving, you'd be using a double standard. The "insignificant" terrain would only have significance to moving units, but not to others.... that seems wrong to me. 3) partial visibility of enemy unit One argument holds that you might move in such a way as to only have visibility to an enemy unit for part of the move. Fine, except that if we assume the turn is a continous process where really things are happening all at once, this could be argued for most situations, not just this one case. Also, there may be plenty of moves where this is not at all the case and that the enemy is in plain sight the whole move. Now, if you wanted to argue for a modifier for brief target exposure and apppy it across the board, I'd say it might be thorny to do but reasonable. But certainly I think here again you'd be applying a double standard to just hit vehicles on the move with a modifier here. 4) Game trade offs This argument also is acceptable. It introduces a bit of a choice to the game, which is worthwhile. Given that I use explicit spotting, the only one of these arguments that I could feel comfortable with is #4. Also, as an aside: Thanks for pointing out I screwed up the open shift (don't do it very often). I thought the cover shift was a closed shift and that was given as an official Q&A answer by Mike Elliot, but I might be mis- remembering.