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#21 |
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Join Date: Aug 2007
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In anything Spaceships-based the important decisions are how aggressive or defensive you want to be.
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Fred Brackin |
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#22 | |
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Join Date: Jul 2006
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Quote:
The actual combat, as previously stated, pretty much runs as its own train - the individual pilots have control of their own aircraft as far as technology and situational awareness allow them, anything else is just noises off. In gaming terms it will likely be a lot of repetitive dice rolling and few decisions. |
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#23 | |
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Join Date: Aug 2004
Location: Austin, TX
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Quote:
* Do I scan the sky or focus on piloting this round? * if I'm focusing on piloting, do I attempt to close on my target, stay at my current range and try shooting, attempt to Feint, attempt to evade someone attacking me, attempt to Hide from someone attacking me, or attempt at Fast pass against my target or attacker? * If I'm closing, do I risk a dedicated close which might let someone else ambush me when I can't dodge? All of which seem like they accurately reflect the actual tactical chooses of WWII aircraft pilots. As I've said, I'd expand on the Path of Cunning rules to add more details to formation and vertical movement. But there are clearly tactical decisions to be made even without that additional detail.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#24 | |
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Join Date: Jul 2008
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Quote:
Mostly falling to doctrine-as-practiced in combat, and flight leader decisions on navigational-scale things. (Since one of the things the ships can't really do is track or direct their own aircraft during sorties.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| dogfight, path of cunning |
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