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