[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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