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Old 01-13-2018, 03:10 PM   #30
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
Default Re: Hold Fire in Ogre/GEV

Quote:
Originally Posted by FJCestero View Post
I get your basic point, and it's not without merit.

Hold Fire could quickly become a reason to Hold Fast, where the fight is won by whoever has the greatest range. At that point Missile Tanks take over and who really wants that?
I didn't address this point.

I don't think that will be a huge issue. In Fistful of TOWs - a similar tactical game to GEV in many respects - Hold Fire ceases to be used once the battle gets joined. In FFT3, Hold Fire is resolved simultaneously with enemy fire (the solution I advocate for GEV). I would expect the same in GEV.

A point that some may be missing is that a unit has to forego its attack in its turn to get a Hold Fire marker. Essentially, the unit is delaying its attack until the enemy combat phase.

And a unit will always fire in its turn if possible. Otherwise it winds up firing simultaneously with the enemy.

What Hold Fire does is stop the unrealistic "bum rush" tactic endemic to all ugo/igo systems. And it would also prevent GEVs from the exploits I previously described.
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