RE: Op fire filter question.
It's SOP to taunt the defender but it's up to the defender not to be caught by that trick.
IgoUgo is not real time. In real time, the dancer is shot, but the attacking MBT is also shot afterwards. Well, while this is debatable for the main gun (low rate of fire), it's obvious for a machine gun.
This limitation is why the HPS Panzer Campaign added an optional rule to allow more phases and thus allow the player to choose whether or not to trigger op fire.
Here is an except of an article on the HPS optional rules subject by J. Cridder: (bold characters by me)
"Manual Defensive Fire (MDF)
This rule replaces the extremely versatile and powerful default turn phasing with more stringent time/space constraints. The free-flowing Panzer Campaigns turn sequence is replaced by a turn sequence more similar to John Tiller's Battleground games with separate movement, defensive fire, and assault phases. Usually this greatly benefits the defender in a scenario since breakthroughs will be more difficult to achieve and exploit. MDF also prevents some "gamey" tactics such as "dancing" and what I call "the hit parade." Dancing refers to using a unit to draw off enemy opportunity fire by repeatedly moving it past a defender so that no further opportunity fire is available when more valuable units move in. The Hit Parade refers to the situation where a single defending hex may be attacked repeatedly from the same direction by several different units which move in, fire, then move away. "
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