SG II: Close Assault

4 posts ยท Dec 28 1999 to Dec 30 1999

From: Kevin Balentine <kevinbalentine@m...>

Date: Tue, 28 Dec 1999 06:22:44 -0800 (PST)

Subject: SG II: Close Assault

On page 41 of the rules, it states that a unit that is close assaulted has the
option of withdrawing even if it passes the confidence check.

Does this include squads that have already been activated on that turn? Does
this move count as the squads activation for the turn?

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 30 Dec 1999 12:29:20 +1100

Subject: RE: SG II: Close Assault

Yes, No. Although you should make it a rule that they can't voluntarily
withdraw if suppressed, otherwise you will NEVER get a unit into close combat.
(a problem I have had in the past).

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----

From: Scott Spieker <scspieker@n...>

Date: Thu, 30 Dec 1999 10:28:38 -0500

Subject: RE: SG II: Close Assault

Cleats, We have struggled with this one a little. What we had decided, was
that the unit being assaulted COULD NOT voluntarily withdrawal, as Brendan
mentioned. However if that unit failed it's confidence test and had yet to be
activated, they were to withdrawal immediately and directly away from the
on-coming threat.  The unit was to try and withdrawal to cover at best
possible speed. That unit would also loose it's activation since they were to
busy wetting their pants to think about shooting. I don't remember the exact
reason for using the unit's activation, but it seemed unfair that if the unit
being attacked were to withdrawal but keep their activation, that they would
probably blast the assaulting unit to bits. There are all sorts of variables
involved, like if the attacker gets into the defender's position after the
withdrawal, and the shorter difference in range would be a much greater
benefit to the unit falling back. We have been thinking of using a different
house rule of activating the unit being assaulted before contact. That would
allow that unit (which passed it's conf. test) to fire at the incoming unit or
withdrawal or what have you. This change would certainly make close assaults a
daunting task indeed. The assaulting player would need to make a confidence
test at one or two die shift down considering the threat that would be
presented by automatic weapons fire on their sorry butts as they rushed out of
cover...

Scott

> Date: Thu, 30 Dec 1999 12:29:20 +1100

> -----Original Message-----

From: Kevin Balentine <kevinbalentine@m...>

Date: Thu, 30 Dec 1999 07:39:46 -0800 (PST)

Subject: RE: SG II: Close Assault

That's the exact problem I have. I have a "dedicated" close assault power
armor unit, but everytime they make their charge, the enemy wisely backs up
six inches and blasts me at close range in his next activation.

The only real use I see for close assault is if my opponent has a piece of
real estate I need, I can do a close assault to get him to clear out.

Then, if I have a squad of riflemen in a support position (like I should), I
can activate them after he clears out of the cover and do some damage.

Then again, he could always choose to stand and fight

Date: Thu, 30 Dec 1999 12:29:20 +1100
From: "Robertson, Brendan"
<Brendan.Robertson@dva.gov.au>
Subject: RE: SG II: Close Assault

Yes, No. Although you should make it a rule that they can't voluntarily
withdraw if suppressed, otherwise you will NEVER get a unit into close combat.
(a problem I have had in the past).

Neath Southern Skies -
http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----