Comments on: Bodies in Motion http://tleaves.com/2004/03/30/bodies-in-motion/ Creativity x Technology Sat, 17 Mar 2012 05:09:58 +0000 hourly 1 http://wordpress.org/?v=3.3.1 By: Hartmann http://tleaves.com/2004/03/30/bodies-in-motion/comment-page-1/#comment-205 Hartmann Mon, 27 Jun 2005 14:17:31 +0000 http://tleaves.com/?p=63#comment-205 Best Panzer General site!!! Much new scenarios, campaigns, pathce, .... http://hartmann.valka.cz/panzergeneral/eindex.htm Best Panzer General site!!!

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By: Benoit http://tleaves.com/2004/03/30/bodies-in-motion/comment-page-1/#comment-204 Benoit Thu, 01 Apr 2004 17:14:44 +0000 http://tleaves.com/?p=63#comment-204 There was The Perfect General, which did a mixture of turn-based one-unit-at-a-time and simultaneous resolution. The procedure, as I recall, was: (1) each player aims his artillery (2) artillery fire is resolved simultaneously (3) something like the description of ASL above: a fire phase, a move phase, another fire phase, and all this with attacks of opportunity but one unit at a time. There was The Perfect General, which did a mixture of turn-based one-unit-at-a-time and simultaneous resolution.

The procedure, as I recall, was:

(1) each player aims his artillery

(2) artillery fire is resolved simultaneously

(3) something like the description of ASL above: a fire phase, a move phase, another fire phase, and all this with attacks of opportunity but one unit at a time.

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By: Jon http://tleaves.com/2004/03/30/bodies-in-motion/comment-page-1/#comment-203 Jon Wed, 31 Mar 2004 03:16:24 +0000 http://tleaves.com/?p=63#comment-203 Oops, in rereading I realize that I didn't actually directly answer the question. The point is, the defensive capability of a good-order unit is mostly independent of its movement capability. Each unit will, on its non-moving turn, get an equal chance to "shoot back" if something comes within range. Oops, in rereading I realize that I didn’t actually directly answer the question.

The point is, the defensive capability of a good-order unit is mostly independent of its movement capability. Each unit will, on its non-moving turn, get an equal chance to “shoot back” if something comes within range.

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By: Jon http://tleaves.com/2004/03/30/bodies-in-motion/comment-page-1/#comment-202 Jon Wed, 31 Mar 2004 02:57:18 +0000 http://tleaves.com/?p=63#comment-202 Having previously been identified as your ASL acquaintance, I'll take a stab at identifying the parts of the ASL sequence of play that interest you. In the Prep Fire Phase, the Attacker (the player whose turn it is) can have some units fire and have their attacks resolved immediately at full strength. Other units can also be assigned to Opportunity Fire (i.e. "overwatch"). In either case, the units are then forbidden from moving in the next phase. In the Movement Phase, the Attacker moves units. If units start in the same stack, they may move together (usually to gain a bonus from moving with a leader or a tank). Otherwise, each unit moves individually and you must declare that you're done moving that unit/stack before going to another one, and you can't come back to it later even if it has MP remaining. I think this means that it falls into your single-move turn-based category. Simultaneously, the Defender (the player whose turn it ISN'T) is watching to see when he wants to fire. Each of the Defender's units basically gets one full-strength shot and one half-strength shot per opponent's movement phase. The Defender can "pause the game" after any MP expenditure by any of the Attacker's units to take those shots, and the results go into effect immediately, but he can fire *only at the units that are currently moving*. When the Attacker says that he's entirely done moving, if the Defender has any units which have not used their full-strength counterattack already then he may have them use that attack on anything, even if it didn't move. Of course, he may also fire at things that *did* move, but now he's lost the bonus for firing at a moving unit. Finally, in the Advancing Fire Phase the Attacker may now fire with any units that did not fire in the Prep Fire Phase. If the unit was predeclared as an Opportunity Firer, back in the Prep Fire Phase, it fires at full strength. If not, it fires at half strength or worse, even if it didn't actually move. The overall effect of this interplay being performed well is that of several games of "chicken" being played simultaneously. The Defender is (a) trying to save his good counterattacks for the juicy targets, while (b) trying to avoid revealing his defensive strength to the Opportunity Firers. The Attacker is trying to move his targets such that either (a) the Defender doesn't bother firing at all at something so puny because something better is still coming up, or (b) the Defender uses up all of his good counterattacks in a certain area, so further movement in that area can be performed at much less risk. Of course, after the Defender has withheld his attack that he was saving for the Attacking guy who obviously is carrying a satchel charge, the Attacker may end up not moving him at all. Or the Attacker may start off by sending a suicide squad straight at a clump of trees, and either he gets there safely or he reveals that enemies are there and the Opportunity Firers will get a juicy target. However, the most significant thing this description leaves out is the Rout Phase. The whole point of trying to arrange it so that your puny guys can move without interdiction is because of the rule that *broken infantry units can't move toward any known enemy, no matter how wimpy*. Far more infantry units die because they can't retreat than from actual fire attacks, and it only takes one guy behind the enemy line to make this happen. Having previously been identified as your ASL acquaintance, I’ll take a stab at identifying the parts of the ASL sequence of play that interest you.

In the Prep Fire Phase, the Attacker (the player whose turn it is) can have some units fire and have their attacks resolved immediately at full strength. Other units can also be assigned to Opportunity Fire (i.e. “overwatch”). In either case, the units are then forbidden from moving in the next phase.

In the Movement Phase, the Attacker moves units. If units start in the same stack, they may move together (usually to gain a bonus from moving with a leader or a tank). Otherwise, each unit moves individually and you must declare that you’re done moving that unit/stack before going to another one, and you can’t come back to it later even if it has MP remaining. I think this means that it falls into your single-move turn-based category.

Simultaneously, the Defender (the player whose turn it ISN’T) is watching to see when he wants to fire. Each of the Defender’s units basically gets one full-strength shot and one half-strength shot per opponent’s movement phase. The Defender can “pause the game” after any MP expenditure by any of the Attacker’s units to take those shots, and the results go into effect immediately, but he can fire *only at the units that are currently moving*.

When the Attacker says that he’s entirely done moving, if the Defender has any units which have not used their full-strength counterattack already then he may have them use that attack on anything, even if it didn’t move. Of course, he may also fire at things that *did* move, but now he’s lost the bonus for firing at a moving unit.

Finally, in the Advancing Fire Phase the Attacker may now fire with any units that did not fire in the Prep Fire Phase. If the unit was predeclared as an Opportunity Firer, back in the Prep Fire Phase, it fires at full strength. If not, it fires at half strength or worse, even if it didn’t actually move.

The overall effect of this interplay being performed well is that of several games of “chicken” being played simultaneously. The Defender is (a) trying to save his good counterattacks for the juicy targets, while (b) trying to avoid revealing his defensive strength to the Opportunity Firers. The Attacker is trying to move his targets such that either (a) the Defender doesn’t bother firing at all at something so puny because something better is still coming up, or (b) the Defender uses up all of his good counterattacks in a certain area, so further movement in that area can be performed at much less risk.

Of course, after the Defender has withheld his attack that he was saving for the Attacking guy who obviously is carrying a satchel charge, the Attacker may end up not moving him at all. Or the Attacker may start off by sending a suicide squad straight at a clump of trees, and either he gets there safely or he reveals that enemies are there and the Opportunity Firers will get a juicy target.

However, the most significant thing this description leaves out is the Rout Phase. The whole point of trying to arrange it so that your puny guys can move without interdiction is because of the rule that *broken infantry units can’t move toward any known enemy, no matter how wimpy*. Far more infantry units die because they can’t retreat than from actual fire attacks, and it only takes one guy behind the enemy line to make this happen.

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