![]() |
![]() |
#41 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
![]() Quote:
Now, I can see your point if one side knows that some guys are about to walk through a door and are going to light them up once they do. But I have difficulty thinking the same thing is going on with a patrol through a city who could be attacked (or not) form any direction at any time. |
|
![]() |
![]() |
![]() |
#42 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#43 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
![]()
"Attack by shooting along my designated field of fire if anything moves there" is an entirely valid Wait condition, and so are "Attack anybody who pops up on that roof" and "Attack anybody who walks into sight carrying a gun." The rules are clear on this, what with "a foe moves into range" being the first example, and the third example being expressly that of covering an area with a ranged weapon. As long as you specify the maneuver you'll take and what will trigger it, you're good. Triggers can be as general as you want! If they're too general, of course, this tactic can backfire; see Target Discrimination (p. B390).
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
![]() |
![]() |
![]() |
#44 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#45 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
![]()
No, this is true. It's a bit of a problem with Wait, in my view. I think it would be entirely reasonable to take the movement portion of your declared response with your Wait, and then not have that if/when the Wait is triggered. So you could step, Wait, and then Attack, Feint, or Ready if triggered – or take up to half your Move, Wait with no defenses, and then All-Out Attack if triggered. This isn't optimal – enemies would probably just run where you can't see/hit them, because they could tell you've committed – but with firearms there's always the threat of you shooting them if they try to shoot you.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
![]() |
![]() |
![]() |
#46 | |
Join Date: Apr 2008
Location: Århus, Denmark
|
![]() Quote:
Like a squad moving down a road, expecting trouble from a side streets, doorway, rooftop or something. Supposing the Move and Wait allows you half move, and if the condition of your wait occurs, you perform an Attack as per Move and Attack. It's worse than a normal Wait, but you get to move as well. Perhaps it requires some sort of Perception roll to notice the thing which triggers the wait fast enough (just to make it a bit harder than a stationary Wait). Also, diifcult terrain, like debris, would have some effect on the movement rate (or the risk of tripping), since the attention is mostly on looking for enemies. Perhaps some movement reduction, or some DX rolls midified by spees to avoid mishaps . And perhaps a well-trained group can remedy this a bit by having a guy at the front as designated 'eyes on the road' to warn the rest about an upcoming pothole or things like that. I'd like a 'Move & Wait' manoeuvre something like that. As opposed to the situation where the squad is hoofing it. They will still be keeping an eye open, but their main focus is moving. So their attention is split. And their weapons would be in a position compromising readiness to shoot and ease of movement, especially for heavier weapons or in close quarters or with obstructing foliage. Unless the squad is ín Combat Time, this would be Partial Surprise. But they should still be better off than the squad that just sprints and.
__________________
Playing GURPS since '90, is now fluent in 4th ed as well. |
|
![]() |
![]() |
![]() |
#47 |
Join Date: Jan 2005
Location: Stuttgart, Germany
|
![]()
You should be able to take up to half your Move, Wait with defenses, and then Attack if triggered, that's the standard squad movement, though we probably need a Per check to trigger defense/attack.
|
![]() |
![]() |
![]() |
#48 | |
Join Date: Jul 2008
|
![]() Quote:
If you All Out Attack, as Kromm noted, that pretty much works. Permitting Move and Attack for a Wait isn't RAW, I think, but might be imaginable. But no way you can do more than the other maneuvers would permit.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
![]() |
![]() |
![]() |
#49 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
![]() Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
![]() |
![]() |
![]() |
#50 |
Join Date: Jan 2011
Location: Sheffield, UK
|
![]()
For regular infantry fire and movement you've usually got more than one individual moving in a tactical formation with one covering and the other moving would you not likely be using either "Move" or "Wait" (representing running from cover to cover or providing cover fire/overwatch)?
The behaviour of an individual moving with a weapon at the ready and actively seeking a target is much harder to represent within RAW. It would seem to me that a kludged combination of Move & Wait with an extreme focus on the front 30 degrees and maybe 1/3 move speed would best represent the "swat walk". Does anyone else have a better suggestion of how to model this? I suspect (or hope!) much of this will become moot in a few days when Tactical Shooting is released. *crosses fingers* |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|