I agree.Wiouds wrote:I was thinking during a tactical split the squad is still one squad but it just some space between two or three pieces.
Hmmm well that is kind of a new application/direction. I was just thinking of using this as a way to minimize losses when forced to move out of cover and through enemy fire, which would give people more options for aggressive game play vs. suppression and overwatch which both encourage defensive gameplay. Allowing the tactical split to be used defensively wasn't something I had considered before.Wiouds wrote:I can see using tactical split when area attack happen. When my forces are getting attack my artillery, I would want to spread my forcing out but that would reduce my attacking strength.
I wanted to sleep on it before I responded. So after thinking about it I think this would be okay as long as it required a command check from the group so it isn't a flawless defense.
So your squad is targeted. Before the enemy rolls you spend a command point to tell the squad to scatter. They make a command check, if they pass the squad splits and moves maybe 1-3 inches apart (depending on another die roll for how far they can scatter). At that point the attacker rolls for hit and drift. Next turn the divided squad has to form back up and regroup.
If the squad fails its command check they didn't move fast enough to get out of the way of the blast.
I see your point but I disagree for two reasons.Wiouds wrote:edited to add:
I say that until a squad is reformed or all but one sub squad is destroyed, the player must pay the command points.
First I think these should be short tactical maneuvers so we don't make the board to convoluted and complicated. Nor do we want to dissolve the feeling of group to group combat of the game. A squad should finish the move and reform quickly to keep the flow of combat.
Second I don't know how you would enforce this. If I run out of command points do the squads just flee? Are they suppressed until I pay command points? Do they just run head long at each other until they form up? Now don’t get me wrong, everyone here seems very smart so I'm sure you could come up with a decent rule to handle this but I think it would be just simpler to make these on turn moves so giving them the option to keep squad split just seems problematic.
Also be making sure squads need to reform quickly you don't need more rules about keep them from moving too far apart since they won't have the chance to move far enough apart that they couldn't form up again on the next turn (baring some crazy DP effect which teleports one halfway across the board).
I guess I'd ask what sort of situations are you thinking about where you would want to have a squad split up for more then one turn?