[SG] Multiple firings per activation

2 posts ยท Dec 9 2002 to Dec 9 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Mon, 9 Dec 2002 13:44:05 -0500

Subject: [SG] Multiple firings per activation

Chris,

My own experience with this is that it tends to bog the game down. It becomes
much more a
lie-still-and-shoot game and manouver tends to
get palsied by this option. Right now, with one shot per unit per activation,
we tend to see some squads get so suppressed they can't get out from under
it... allowing a shot per action really just exacerbates this result. I
suppose ones view on this largely depends on the squad makeup, quality,
leaderships, etc. that one
tends to work with - I tend to have two
fireteams per squad and moderate leadership values, so obtaining pinning
results isn't all that hard for a defender, who already enjoys the benefits of
cover and IP. If it is a prepared defense, he often also enjoys the benefits
of registered artillery (mortar or howitzer) and CDMs.

Also, strictly from a mechanistic point of view, a fire action is probably
(with the possible exception of Close Assault) the most dice intensive part of
the game. Fire actions usually take more time to resolve than moves, going IP,
reorgs, comms, etc. so adding more of them will only serve to slow the game.

Give it a try, it might work for you. But I find it not only unnecessary, but
often somewhat deleterious. Some players I have played with seemed to like it,
though.

Tomb

From: Allan Goodall <agoodall@a...>

Date: Mon, 09 Dec 2002 15:55:23 -0600

Subject: Re: [SG] Multiple firings per activation

On Mon, 9 Dec 2002 13:44:05 -0500, "Thomas Barclay" <kaladorn@magma.ca>
wrote:

> My own experience with this is that it tends to

It will certainly slow down the game...

> I suppose

How do you handle fire teams, as little squads with morale limitations tied to
the squad as a whole?

If you operate with a squad = 2 fire teams, then yes, allowing two fire
actions will bog down the game.

However, some of us are heretics and assume that fire teams are abstracted
into the squad rules. A squad -- in spite of being made up of a number
of
figures -- is the lowest unit in the game, much like a single squad
counter in Advanced Squad Leader. In this case, allowing units to fire twice
won't bog down the game quite as much. Your analysis that squads will slow
down is well taken, though.