RE: Optional Rules Guide - HPS/JTS Civil War series
@trauth116
From your post I get the impression that defense can work out in turn play but only if the opponent makes considerable mistakes in his offensive operations.
The defense positions you describe are the way that every player should think twice about attacking them and only do so if there is absolutely no other way, if they fall for your traps it isn't a prove of turn play works but only that your "tricks" worked.
Collecting all the beneficial things for a defense and hoping for a careless attacker should be the only way to achieve a defense that can hold, usually no matter how weak a defense is it often was hard work to get even that line broken.
Question would also be why should a do games in turns when doing it in phases seems to carry no additional work and gives results for the defense that are at least in a wider range predictable.
There is a reason that even in turn play the additional melee phase optional rule is usually turned ON by all players, basically you can go for doing it all in phases right away when sticking with the automated defensive fire.
BTW does the range setting(A/I> Adjust Auto Defensive Fire) work with opportunity fire?
AFAIk it is only there to set a range for the automatic fire and not for opportunity fire.
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