From: Thomas Barclay <Thomas.Barclay@s...>
Date: Sat, 2 Nov 2002 20:40:36 -0500
Subject: [SG] How to do a "bounding advance"
SG2, to one extent or another, represents fire an manouver. I've recently come upon what I think is an annoyance or shortcoming since I haven't found a way to properly represent it without some extra rules (specifically Overwatch): Bounding Advances (Fire and Manouver). Why is this a problem? Well, when I trained to do this, our bounds were short. If our buddies chose to fire to cover us (or to engage targets of opportunity), they were often only a few meters (5-15m) away. Sometimes a bit further, but never 75-150m! However, simulating this in SG2 is a bit tough I find. If two manouver elements try to do this style of advance, it doesn't quite seem to work. This is because the first unit activates, and takes two actions, then the second does. If the first unit moves twice, it will end up an average of 140m away! If the second unit has to fire at a threat, it is one or more range bands further out (possibly out of range). This is way more than the 5-15m I recall. I guess you can live with a bit of abstraction. In thinking about it, I think in order to do this, you need an Overwatch of some kind. It must require only a single action. The implementation then looks like this: Squad A activates goes on OW. Squad B activates, bounds past A in one movement, then goes on OW. Next turn, Squad A activates, bounds past B (on OW) and then goes on OW. Then B activates, bounds past A, goes on OW. True, this will often result in firing from a distance of 35m or so from the other unit (assuming each unit is bounding about 7" on average, leapfrogging), but this is far better than what would happen otherwise. Just thought I'd toss it out to see if anyone disagreed or had an alternate implementation that does not require Overwatch. (Not that I think OW is a bad idea.... to me, it just makes sense and prevents the "jump out from behind a tree and shoot you when you can't stop me") Tomb.