From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 17 Jul 2002 21:20:03 -0400
Subject: [SG] More on APCs
Allan said: Okay, but aren't you then getting three actions with two squads out of one player's activation? [Tomb] Yep, but never actually seen this particular case as a problem. Admittedly this is far less of a problem because you have overwatch rules, but for players playing without overwatch, won't this cause a problem? Move a squad, embark, move? [Tomb] Which is more of a problem than move a squad, embark, pause, double move or double move, (or move and shoot), pause, move, embark. (Or if you're within 6" of the vehicle, skip any infantry moves?). Yeah, maybe a little. Can't imagine playing without an overwatch rule myself, so guess I can't see the problem;) Again, it brings up my point that an organic vehicle is still penalized for being part of the squad when it should probably get a bonus. [Tomb] I've never used an "organic" vehicle, in that I draw a distinction between a TO&E distinction and that of the game. In the game, they are separate units (IMO) even though the TO&E may reflect differently. Another question: if a squad moves and embarks, and the vehicle then moves, shouldn't that trigger Reaction Fire as per the regular SG2 rules? [Tomb] I'd agree with that. Entirely. [Tomb] On the other matter, when I do a squad engagement of a target, if I decide to fire my GMS at it, it eats another action. Doesn't that strike you as odd too? The Sgt says "everyone shoot that jeep". If everyone had a rifle, it only takes half the available time. If one guy has a GMS, his shot takes the rest.... hmmmm. Something tells me this exists due to the different mechanic and possibly game balance rather than any realistic depiction. [Tomb] I'm also going to look at the on- table artillery rules to see what can be put together form that perspective. I like the idea of it (don't know yet about the implementation as these rules don't get used a lot....).