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Naming an action

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X3M
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For my game, I have actions to choose from. Each their own simple unique name.

Due to recent development events. Retreat will now completely been split up into:
Retreat (with Intercept)
and
Retreat (with Return Fire)

Intercept and Return Fire are also other valid options. But I don't want their names to be linked any more to Retreat. I want a new original new name for one of the Retreat options.

But how to name it/them?

The rest is a TLDR, explanation and reasons to this.

Quote:

One re-action is about to get split up into 2 different forms. This "Retreat" used to be one form mechanical speaking. And one of the 2 sub forms had a little sub paragraph in the rules. However, due to recent changes. Both are now completely different.

I now got these possible choices amongst the rest:
Intercept
Return Fire
Retreat (with Intercept)
Retreat (with Return Fire)

Retreat means that a defending player will move and fire. It is the same as Assault. Only known as reaction to an action.

Intercept means that a defending player shoots on an moving or Assaulting player. Before the assaulting player starts shooting on whatever it is going to shoot.

Return Fire means that a defending player gets shot and shoots back at the same time.

Intercept happens before Return Fire happens. But both can occur by the same squad.
Henceforth, the sub paragraph on Intercepting while retreating.
This Intercepting while retreating also occurred 90% of the time. Since it was a better choice.
Not any more now. Another rule has been added that I talked about in my "Balancing a game through rules" topic.

ElKobold
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What's the theme of your

What's the theme of your game?

gilamonster
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From your descriptions, I'd

From your descriptions, I'd call "retreat with intercept" something like "ambush" (i.e you're launching a surprise pre-emptive attack on your attackers from a prepared position, then withdrawing),
while "retreat with return fire" could be "fighting retreat".
Does that work?

X3M
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ElKobold wrote:What's the

ElKobold wrote:
What's the theme of your game?

Mostly just normal weapons that you see nowadays.
Sometimes a futuristic weapon (hoover tank with rail gun) or an outdated weapon will be used as well (horse riding bazooka guy).

***

gilamonster wrote:
From your descriptions, I'd call "retreat with intercept" something like "ambush" (i.e you're launching a surprise pre-emptive attack on your attackers from a prepared position, then withdrawing),
while "retreat with return fire" could be "fighting retreat".
Does that work?

That could work. That is a nice idea.
Retreat however, will remain Retreat.
But the other one can indeed be called Ambush.

However, there is a mission where the player has to build up an ambush. Thus laying in wait for an enemy that has to reach a location. If so, than I might change this mission a bit that the "Ambush" move is the best move for this mission.

I give it some days for some more suggestions. I might need 1 more word. But I come back to that one after the weekend of play tests.

Corsaire
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At a more general level, I

At a more general level, I like to avoid games that over proliferate terminology. I find it creates interference in learning and are particularly rough in first play experiences.

So, to turn the question around, can you just succinctly describe these without forcing vocabulary onto them?

It seems like you have these phases:
1. Attacker moves
2. Attacker declares attack
3. Defender may move and/or attack
4. Attacker attacks
5. Defender may attack
6. Defender may move

Why do they need names?

X3M
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I can't just succinctly

I can't just succinctly describe them.

The phases that you have mentioned. No, I don't have it like that. Every one plays at the same time.

To keep it short.
Just naming each combination saves up a lot of time.

Experimental Designs
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Realistically a retreating

Realistically a retreating force does not sit around waiting to be assaulted because if that happens that is called an overrun and that retreat becomes a route. Retreating forces do not "intercept" the pressing force, it merely covers its withdraw with defensive fire because anything more you're suddenly having a counter-attack instead a retreat if it focuses more on attacking than moving away. Retreating into an ambush is a total a SNAFU and said retreat turns into turkey shoot as in the retreating force getting annihilated or rendered completely combat ineffective. This happened often in Vietnam.

Retreats should be primarily movement actions towards your side of the board or a designated rallying point with limited options of defensive fire to cover the withdraw like any proper combat unit would. These intercepts should be simple op-fire reactions such as an unit on overwatch firing upon an enemy model that moved within their range and LOS. The trade off is if a unit op-fires it cannot return fire when attacked. So you're trading off a chance to hit the enemy while they move versus the chance to hit them back after they attack.

Actions should be something like:
Withdraw - movement only
Covered Withdraw - movement and limited defensive fire
Counterattack - leadership test and a full attack during or after a retreat has been declared

Reactions should be something like:
Overwatch (or op-fire) - a reaction to attack an enemy that moved towards your unit
Return fire - a reaction to attack the enemy after it attacked your unit...should it survive.

So it's not really "naming" the action versus what the action is indicative of if it has a simple description.

For a cold war game I made you have three types of actions. Aggressive, Defensive and Passive. Aggressive actions focuses on attacking first where as defensive actions is focused on moving first or going to ground and passive actions are special actions like deployment, using abilities or equipment that may or may not directly involve attacking or moving.

Food for thought.

X3M
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I have given names that sound

I have given names that sound logical in my own language.
Perhaps I mistranslated things.
Or even misunderstood definitions.

I could react to parts of your post.
But perhaps it is better to send you the Actions instead? So that you can take a look at the individual rules of an action block. And "re-name" them?

It's ehm, a complete view of all the actions.
New players are introduced to them 1 by 1, depending on the missions.

Experimental Designs
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X3M wrote:I have given names

X3M wrote:
I have given names that sound logical in my own language.

If you plan to make this game available to the public it needs to be logical in a language that everyone can understand.

I'll take a gander at these actions and see what I can do.

X3M
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I just have updated the

I just have updated the AP.
It is now a 4 paged word document. Ready with our latest additions and rule changes.

- 1 page with some extra explanations and detailed information.
- 1 page for the player in turn.
- 1 page for a player that is targeted.
- 1 page for tertiary players.

Some actions provide bonus and penalties to combat. These have the colours blue and purple. Which are also to be found in the first page with detailed information.

If I post it here, it will be a mess. Can I email it to you?

JewellGames
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Naming Actions

(Retreat with) Suppresive/Covering Fire
(Retreat with) Direct/Return Fire

Google those terms if you need more insight as to whether they fit your intended game actions or not.

X3M
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Name that Action!

If I where to describe my actions as short as possible.
I can leave out possible penalties and bonuses. However, certain actions and reactions are mentioned in another action or reaction.
This for 1 or more modifications when actions are combined. There for I would like to have them named.

The basic hierarchy is:
The player in turn acts first.
Another player might have to react when targeted.
All other player might react.

Since mentioning just 1 action was a bit too confusing. Down here is the complete list.
Mechanical speaking, they are each useful and "balanced".

***

The main action options for the player in turn are:
1 Doing notching.
2 Moving a squad.
3 Splitting up the squad.
4 Attack with a squad.
5 Execute friendly units with a squad.
6 First move, then attack.
7 First move, then attack, then move again.

I named them:
1 Rest.
2 Move.
3 Split up.
4 Attack.
5 Execute.
6 Assault.
7 Hit n Run.

---

Targeted players:
1 Doing notching.
2 Hiding in for example a forest.
3 Attacking a moving opponent. *
4 Moving out of harms way.
5 Firing back. *
6 Firing back from another squad.
7 Moving with another squad.
8 First attack, then move. (2 attack options here with *. So if possible, this one can be split up into 2)

I named them:
1 Cover.
2 Hide.
3 Intercept. *
4 Dodge.
5 Return Fire. *
6 Lure.
7 Run.
8 Retreat. (with one of the *)

---

Other players:
1 Doing notching.
2 Attacking a moving opponent.
3 Attacking an attacking opponent.
4 Moving a squad.

I named them:
1 Rest.
2 Intercept.
3 Lure.
4 Run.

X3M
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JewellGames wrote:(Retreat

JewellGames wrote:
(Retreat with) Suppresive/Covering Fire
(Retreat with) Direct/Return Fire

Google those terms if you need more insight as to whether they fit your intended game actions or not.

I don't know. This doesn't help much in naming them separately. But it does sound a bit more logical.

One retreat has a return fire that happens before the attacker has reached you. If done by a tertiary force, this would be under suppressive/covering fire.

The other retreat has a return fire at the moment when the attacker has reached you. Which is the direct fire.

The latter provides bonus to one of the 2 players. While the first can kill of some attackers before they shoot. Yet, how would you name it if the "covering fire" is done by the retreating force itself?

gxnpt
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why drop retreat?

What about simply Fire and Retreat for intercept equiv and Retreat and Fire for the other ?

JewellGames
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-

Ambush/Intercept
Return Fire

Feigned Retreat (Withdrawal with Ambush/Intercept)
Tactical Retreat (Withdrawal with Return Fire/Impedance)

Military Withdrawal

X3M
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While the suggestions are noted.

How do you think about?:

Calling the one with Intercept a
Retreat!
The soldiers do things hasty and with a bit more panic, while they shoot and run. The enemy shoots afterwards on running men.

The other one with Return fire, could be called
Withdraw!
Here they wait for the enemy to come closer. And they can do more damage even if they are slightly outnumbered.
Yet the enemy will be shooting them more simultaneously now. While men leave the battlefield under cover.

Maybe, Intercept is a wrong name too.

Experimental Designs
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Intercept by its definition

Intercept by its definition is an obstruction or an interruption of something, mainly movement of sorts. Particularly on a tactical standpoint when you intercept it is an attack or an offense maneuver rather than a defensive one but consider when you intercept something like shooting missiles out of the sky with point defenses or intercepting an attack bomber on its run with an interceptor (hence the name!) then you're creating a language break down.

I say go with a retreat with cover fire or simply a pullback. To simplify it further retreating units cannot shoot since they're focused on running away from the fight instead of getting back in it.

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