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Soviet KMS Prime Mover and Firing....
04-19-2019, 01:56 AM,
#8
RE: Soviet KMS Prime Mover and Firing....
(04-18-2019, 03:23 PM)cjsiam Wrote: As a question -- what is the recourse to change the rules?
To get a modification from "the rule god"...and I'm assuming that would be Dr. Mike?
Is there a process (or should there be) to clarify with rationale such a situation?

I don't want to be difficult, but I'd like a rationale that holds up to what a group of professionals would do in the 15minutes of time
if they are NOT required to assist in unloading....(which they clearly are not if they can drive away at full speed)....
Why can they not instead stay in place and shoot their machine guns?

The main developer reads these forums so he will be aware of your questions if and when he is asked to write the version 5.0 of the rules (that's assuming he accepts the task).

Dr. Mike may take that task himself some day but considering how many hours I spent revising and fleshing out his rules for Land Cruisers and River Fleets, I am not sure he will have time. Rules writing is difficult, at least for me, and it would take me a few hundred hours at a minimum to write a version 5.0 of the rules.

Keep in mind the PG series are not using living rules. There are pros and and cons publishing living rules and the publisher decided that, for the series as a whole, the cons outweighted the pros.. Avalanche publishes errata and clarifications for specific game modules on their website.

I can see your point and even the rules as written are not 100% clear to me because loading and unloading a weapon unit are not listed as a Movement Actions (limbering and unlimbering are) and unloading a weapon unit costs 0 movement point. I do note loading and unloading is under 5.6 Transport which itself is under 5.0 Movement.

I don't think you will find a rationale other than maybe the transport unit is finding the best cover in the hex to unload the units as safely as possible. Hexes are big, turns are 15 minutes, and units don't take their activation simultaneously so some abstractions are needed. If a specific situation is not believable enough for you, make a house rule; the system is pretty resilient and I am aware of a few players adding house rules without loss of enjoyment.
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Soviet KMS Prime Mover and Firing.... - by cjsiam - 04-16-2019, 08:57 AM
RE: Soviet KMS Prime Mover and Firing.... - by Hugmenot - 04-19-2019, 01:56 AM

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