With this being said I don't see why the stationary tank that takes one(1) fire using your system can't move after the single fire. If time is the issue one whole turn is going to give you 2 or even 3 shots. You see using what you stated the first shot will take up 1/3 of time of the turn (roughly) now why does this guy have to hang around? Or does he HAVE to shoot? What if he destroys the target on the first shot,he still has this allotted time in his turn,must he sit and twirl his thumbs until the timmer dings?Mobius wrote:[
The time of the turn belongs to both sides. So the stationary tank can pick the point in which to fire. Actually, most stationary tanks can fire twice in a turn. The first shot must be used at or before the target reaches its halfway point. This takes place in the stationary fire phase. Its second shot must be used after the targets halfway point and could be at the end of its movement. But this takes place in the full movement phase (the 3rd one.)
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Its reasons like this that make me decide to use approximate time for a turn. If we say that a turn is exactly a=turn then you might just as well move one mmm then the other side move 1mm,etc. I just don't agree with using static time frames for my game. I like (love) to use 1 to 1 sacle and I like using larger formations (battalions) for tactical battles. Trying to figure out what EVERYBODY is Exactly doing every second just won't cut it for larger formations.
We used a rule set called B*******N in C****s once at a invitational con once. I should have known better. We played from 0900 to 2230 that day and night. All that time we played equaled out to 7 minutes of real time

sorry this is just not for me. I like whirling swirling tank battles, not Mrs. Polzins math class