[Diaspora] Platoon Combat Confusion

Buzz buzz at buzzmo.com
Fri Feb 5 14:52:39 MST 2010


Damn! Beat me to it. :)


>  -------Original Message-------
>  From: Brad Murray <bjmurray.halfjack at gmail.com>
>  To: diaspora at phreeow.net
>  Subject: Re: [Diaspora] Platoon Combat Confusion
>  Sent: Feb 05 '10 3:28pm
>  
>  On Fri, Feb 5, 2010 at 1:18 PM, Sam Friedman <[LINK:
>  mailto:safriedman at gmail.com] safriedman at gmail.com> wrote:
>  
>  
>  - representation on the map: If I am fielding the sample t3 Marine Platoon
>  (p. 196), how many markers do I need?  One for the whole platoon?  One
>  per team?  One per unit on each team?
>  
>  You should have seen the text BEFORE the edits. :D A platoon is composed of
>  multiple teams. A team is a single entity on the map. A unit usually refers
>  to the miniature used to represent the team on the map.
>  
>  
>  
>  - action: Each unit takes an action, right?  So a single marine (unit)
>  could split off from his pals (team) to engage his arch rival (unit)
>  one-on-one.  A team could move away from the other teams in its platoon to
>  execute a pincer maneuver.  Right?  As long as they're within range
>  of their Platoon Leader's communication, they'd be able to use any
>  of the available actions?
>  
>  Teams can move away from the platoon (subject to the platoon membership
>  rules of course) and do as they please, yeah. A single guy is not
>  (generally) functional at this scale, though I would totally zoom in on a
>  PC vs Arch-Villain combat and use the personal combat rules.
>  
>  
>  
>  3.  Movement
>  - "If your movement places you in (or passes through) the same zone as an
>  enemy unit ... the moving unit ceases movement."  This is different than
>  the every zone you move through has the potential for a compel, right?
>  
>  Yes.
>  
>  
>  
>  4.  Platoon consequences
>  -  Typical Unit Stress Tracks, p.187, says "All units have a single stress
>  track, Morale.  A platoon may expend consequences to mitigate hits ... A
>  platoon has three Consequences to allocate and each can mitigate two
>  shifts."
>  -  But in Damage on p. 192, "A platoon can have a maximum of three
>  consequences ..." mild [reduce by 1], medium [reduce by 2], and sever
>  [reduce by 4].
>  
>  Ugh I thought we found all those. Either way works. We went to two-per to
>  simplify bookeeping, but we found we were reflexively using the more
>  complicated but familiar form in real play. I recommend p.192 as canonical.
>  
>  
>  
>  -  So if a unit in a platoon would take that deadly hit, its owning
>  platoon can "give" one of its consequences to that unit?  Is this
>  consequence free-taggable on the unit or the platoon?  Does it "occupy"
>  one of the platoon's otherwise-available consequences?
>  
>  Consequences are all on the platoon and never on the unit. The text might
>  refer to the unit, but it's the platoon where all the record-keeping
>  stays.
>  
>  
>  
>  5.  Artillery
>  - Any suggestions on how to narrate the fact that my artillery card is off
>  the map?  I have a sinking feeling my war-gaming friends would say "well
>  hey, that should be somewhere on the map.  I'd like to capture your
>  artillery cannons and use them against you."  Is there a way to model this
>  (I'm thinking a small-scale concession of some sort?).
>  
>  I think that fighting for control of the artillery itself is a scenario in
>  itself, in which the cannons are props and don't do anything. Not sure
>  how to help you with this -- they are just way off the field of battle such
>  that if that's where the fight was, it'd be a different fight. If
>  you want to model artillery that's close (like anti-tank guns, light
>  artillery, and mortars) use platoons (armor or infantry) with the Indirect
>  Fire ability and put them right on the map. Part of the reason artillery
>  behaves as it does is because it's distant and inaccessible.
>  
>  
>  
>  
>  Any help is appreciated.
>  
>  Hope you got some Sam! Let me know how it goes.
>  
>  --
>  Brad Murray (halfjack)
>  VSCA Publishing
>  
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