[SG2] close assault: more of the same

3 posts ยท Nov 18 2000 to Nov 20 2000

From: Barclay, Tom <tomb@b...>

Date: Fri, 17 Nov 2000 22:30:12 -0500

Subject: [SG2] close assault: more of the same

These comments don't specifically adress the rules, but maybe some thoughts on
how things perhaps should be....

On one level, I agree that SG2 and DS2 should be harmonized. I think that
spending the activation of an assaulted unit makes sense. It makes both
rulesets equivalent, and on the other hand, it actually makes sense that
your action is gone - you actually did something - you fought a fierce
close range combat! As for this being a penalty to unactivated units, I have
two thoughts: 1) What were you doing with an unactivated unit in CA range? and
2) He who hesitates is lost. This might actually require shrewd choice from
the attacker because he might choose to assault a unit waiting to act... which
also places a choice before the defender when activating if this is a risk!
And I'm pretty confident that a unit that has taken a close range charge and
engaged in a short range melee is likely to be incapable of action. This makes
close assault desireable (as opposed to the walk up to 2" away and shoot as
I've seen done many times) because if you manage it, you tie up that unit for
the remainder of the turn (barring reactivation).

I'm not sure that if you are heavily suppressed (which implies LOTS of nasty
crap is dropping on you) that you should be able to pull out. I don't care if
the attacker is a bunch of guys coming to attack my position with grenades...
if the bullets are hailing so thick I stand and die, I'll take my chances in
the position! To me, if you have 2 or 3 suppressions, you should not be able
to withdraw at all.

Why (lets think) would the withdrawal from CA be your base move? If anything,
this SURELY is a combat move...

I'm not sure I'd be as severe as Adrian suggests but it seems to me that

1) being assaulted or being the assaulter is quite likely to leave you
disorganized (this is, as someone pointed out, a classic problem). I'd think
a re-org would be in order somewhere in this picture.

2) stopping or chopping a retreat in mid flight is not an easy feat! Once
people start to beat feet, they generally keep going until they tire or are
out of range of the enemy. That doesn't mean stopping 20m away and shooting
them up with precision fire! It *could* happen, but this strikes me as
something that should be difficult and hence the exception rather than the
rule.

So, I will probably try this: make check to initiate CA roll movement if
reaction fire opportunity, allow defender to attempt it depending on
suppressions roll more movement if required if close assault does not reach
you, your activation is not consumed if you fight a close assault, one side
will withdraw 1 combat move. The other side may pursue with a test (1 combat
move) Perhaps another CA is fought. In any case, eventually the units will be
separated. Since both are now disorganized, and have their activations
consumed, neither will be blindsiding the other at close range. In order for
either to act, command
cohesion must be restored with a re-org. Then, if required, suppressions
must be removed. Only then may other actions be attempted.

More generally, I am likely to use the following suppression rule: 1) If
suppressed with 1 suppression in cover, you can't move. If suppressed with 1
suppression in the open, make a leadership test or your next action must be a
move towards cover. Once you've reached cover (if it takes less than the next
entire activation), you can remove suppression. Failing that, you can take
another leadership test once you've moved towards cover for a full turn. If it
passes, you may then attempt to remove suppression where you are. Repeat this
process till you reach cover or stop and remove suppression. 2) If double
suppressed, you aren't moving. Period.
3) Removing suppression in the open is TL +2/+1/+0.
4) I am considering another suggestion from FMA - removing multiple
suppressions. I would say for every 3 points you beat your required roll by,
you clear an extra suppression. If you need a 2, and roll a 5, you clear 2
suppressions. This represents the fact that a great leader can sometimes rally
his troops not only more effectively, but faster!

I'll let you know how these ideas pan out.

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

Date: Fri, 17 Nov 2000 23:24:01 -0500

Subject: Re: [SG2] close assault: more of the same

On Fri, 17 Nov 2000 22:30:12 -0500, "Barclay, Tom" <tomb@bitheads.com>
wrote:

> So, I will probably try this:

Ummm... Did you see my comments earlier tonight? Because as I read the rules,
this would be a house rule as it conflicts with SG2 as written.

Not that that is necessarily a bad thing, but I thought I'd mention it.

From: Brian Bell <bkb@b...>

Date: Mon, 20 Nov 2000 06:30:49 -0500

Subject: RE: [SG2] close assault: more of the same

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

> [quoted text omitted]
[Bri] Unexpected move by the opponent. A hidden unit was activated after
you activated your unit. A unit uses its activation to combat move to within
CA range and then Command reactivates the unit for the CA.

> and
[Bri] This is especially true if you are using house rules for Overwatch
such as yours (see http://www.stargrunt.com/rules/ovwatch.html).

> And I'm pretty confident that a unit that has taken a close range
[snip]

[Bri]
Or even if they had to make a quick withdraw from a CA.

> ------------------------------------------

My comments above marked by [Bri]

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