Dronejam: Difference between revisions

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== Tabletop Games ==
== Tabletop Games ==
* Used in-'verse in ''[[Dungeons & Dragons]]''. Living flesh blocks any [[Planescape|ethereal]] travel. So, all the walls of high-security buildings either have gorgon blood mixed into the mortar or [[Organic Technology|are sort of alive]] and thus impenetrable for self-styled ghosts, but what to do with its door? Simplest solution is a big sentry blocking the doorway.
* Used in-'verse in ''[[Dungeons & Dragons]]''. Living flesh blocks any [[Planescape|ethereal]] travel. So, all the walls of high-security buildings either have gorgon blood mixed into the mortar or [[Organic Technology|are sort of alive]] and thus impenetrable for self-styled ghosts, but what to do with its door? One simple solution is a big sentry blocking the doorway.
* The ''[[Yu-Gi-Oh (Tabletop Game)|Yu-Gi-Oh]]'' card game has a card called [https://yugioh.fandom.com/wiki/The_Dark_Door The Dark Door], which prohibits your opponent from attacking with more than one monster per turn. Essentially, this forces their monsters to Dronejam ''each other''.
* The ''[[Yu-Gi-Oh (Tabletop Game)|Yu-Gi-Oh]]'' card game has a card called [https://yugioh.fandom.com/wiki/The_Dark_Door The Dark Door], which prohibits your opponent from attacking with more than one monster per turn. Essentially, this forces their monsters to Dronejam ''each other''.
* Common in many older Avalon Hill games, especially the tactical games such as ''Panzer Leader'' and ''Panzer Blitz'' where it was often a good strategy to use a weak unit, or even empty horse-drawn carts, to block entire columns of tanks on road in the woods.
* Common in many older Avalon Hill games, especially the tactical games such as ''Panzer Leader'' and ''Panzer Blitz'' where it was often a good strategy to use a weak unit, or even empty horse-drawn carts, to block entire columns of tanks on road in the woods.
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== Turn-Based Strategy ==
== Turn-Based Strategy ==
* Dronejamming is a good tactic for this genre in general. Even if you can't stop an enemy unit completely, you can still force them to take a less direct route to get to your more vulnerable units. Whether they waste a turn or just go for a unit that can take a hit, it's a good thing you blocked the way.
* Dronejamming is a good tactic for this genre in general. Even if you can't stop an enemy unit completely, you can still force them to take a less direct route to get to your more vulnerable units. Whether they waste a turn or just go for a unit that can take a hit, it's a good thing you blocked the way.
** Even nastier if there's reaction fire or attack of opportunity, AI doesn't see "crushing anyone in the way" as a valid route ''and'' mission targets or [[I Shall Taunt You|taunting]] units has overriding priority. Attackers may run the gauntlet without retaliation while trying to get there via the only unblocked, but heavily guarded way.
** A related and even deadlier exploit is possible if there's [[Reaction Fire]] or attack of opportunity, overriding priority is given to mission targets or [[I Shall Taunt You|taunting]] units ''and'' AI doesn't see "crushing anyone in the way" as a valid route. Attackers may run the gauntlet without retaliation while trying to get there via the only unblocked, but heavily guarded way.
* In ''[[Civilization]]'' 2, this could get extremely annoying because this game had the concept of ''zone of control'', which made it impossible for all but a few special units to move adjacent to squares surrounding an enemy unit, meaning that a rival civ could jam large portions of land with cheap mooks controlling not just their own square but all squares surrounding them, and you cannot get past them without sparking a war or negotiating a right-of-passage agreement. Naturally, you cannot utilize this rule because it only applies to the player; computer-control civs can ignore zone-of-control all they want without consequence. Thankfully, zone-of-control was not a concept which remained in the series past this game.
* In ''[[Civilization]]'' 2, this could get extremely annoying because this game had the concept of ''zone of control'', which made it impossible for all but a few special units to move adjacent to squares surrounding an enemy unit, meaning that a rival civ could jam large portions of land with cheap mooks controlling not just their own square but all squares surrounding them, and you cannot get past them without sparking a war or negotiating a right-of-passage agreement. Naturally, you cannot utilize this rule [[My Rules Are Not Your Rules|because it only applies to the player]]; computer-control civs can ignore zone-of-control all they want without consequence. Thankfully, zone-of-control was not a concept which remained in the series past this game.
* In the ''[[X-COM]]'' series, when fighting aliens in a Terror Zone (or later-game equivalents), NPC civilians would occasionally block a doorway or stairwell, preventing the passage of your soldiers. Fortunately, this being ''X-Com'', you have several options aside from just waiting for them to move. You can shoot them (and lose points), stun them (avoiding loss of points, AND ensuring that they won't get a [[Face Full of Alien Wingwong]] and end up converted to Chyrssalids), Mind Control them out of the way (which turns them hostile towards you afterwards, since for mind control purpose there are effectively two "sides" toggled - they can't harm you, but your soldiers will reaction-fire at them), or [[Bullethole Door|shoot a hole in a nearby wall]] and walk around them. On upper floors, there's even the hilarious option of shooting the floor out from under them, causing them to harmlessly fall to the floor below.
* In the ''[[X-COM]]'' series, when fighting aliens in a Terror Zone (or later-game equivalents), NPC civilians would occasionally block a doorway or stairwell, preventing the passage of your soldiers. Fortunately, this being ''X-Com'', you have several options aside from just waiting for them to move. You can shoot them (and lose points), stun them (avoiding loss of points, AND ensuring that they won't get a [[Face Full of Alien Wingwong]] and end up converted to Chyrssalids), Mind Control them out of the way (which is where a bug kicks in: it turns them hostile towards you afterwards, since for mind control purpose there are effectively two "sides" toggled - and while civilians can't harm you, but your soldiers will reaction-fire at them), or [[Bullethole Door|shoot a hole in a nearby wall]] and walk around them. On upper floors, there's even the hilarious option of shooting the floor out from under them, causing them to harmlessly fall to the floor below.
* In a bit of a reversal, the drawbridge during a siege in ''[[Heroes of Might and Magic]] III'' would stay ''open'' one of your people is standing on one specific tile, and if they die there, their body will hold the gate wide open for your opponent!
* In a bit of a reversal, the drawbridge during a siege in ''[[Heroes of Might and Magic]] III'' would stay ''open'' one of your people is standing on one specific tile, and if they die there, their body will hold the gate wide open for your opponent!
** Gates in ''[[Age of Empires II]]'' were similar. At least you could lock them shut if you needed them to stay that way.
** Gates in ''[[Age of Empires II]]'' were similar. At least you could lock them shut if you needed them to stay that way.
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* In ''[[Advance Wars]]'' this is how you guard your [[Glass Cannon|indirect units]].
* In ''[[Advance Wars]]'' this is how you guard your [[Glass Cannon|indirect units]].
* A huge problem in the ''[[Combat Mission]]'' series, if you make the mistake that telling a large number of units to go in the same direction. Even if they start off in a well spaced and orderly line, they will inevitably dogpile around a choke point, and they will resort to taking ridiculously long routes around the blockage (instead of simply waiting a moment).
* A huge problem in the ''[[Combat Mission]]'' series, if you make the mistake that telling a large number of units to go in the same direction. Even if they start off in a well spaced and orderly line, they will inevitably dogpile around a choke point, and they will resort to taking ridiculously long routes around the blockage (instead of simply waiting a moment).
* ''[[Advanced Strategic Command]]'' has a partial variation: allows units to bypass each other depending on circumstances, and certainly if they are on different height - so no catching airplanes with tanks or vice versa (or rather, not with reasonable number of them). But since an unit isn't allowed to ''stop'' on any hex with another unit even on a different height, it can be forced to either hold back or get too close - which denies advantage of longer-range weapons. For example: if suitable places 2 hexes away are blocked by hovercrafts or planes, a submarine will have to pass into the hex under reaction fire from depth charges (range 1) of a cruiser instead of shooting torpedo (range 2) at it with impunity as usual (popping up to shoot the blocking unit is a bad idea, as it invites reaction fire from the cruiser's cannon and possibly blocking unit, then retaliation fire for shooting at range 1, then it's enemy's turn...). So with a little forethought unreachable units squatting on the optimal approach help layered reaction fire to wipe out several attackers before they get to shoot - normally multiple units can get away with modest damage after drawing fire of longest-range weapons to allow passage for other units, but not when everything shoots them at once.
* ''[[Advanced Strategic Command]]'' has a milder variation: allows units to bypass each other depending on circumstances, and certainly if they are on different height, but not ''stop'' on any hex with another unit even on a different height. Thus, no catching airplanes with tanks or vice versa (blocking every hex reachable in one move is possible, but not with a reasonable number of units). But an unit can be forced to either hold back or get too close - which denies advantage of longer-range weapons. For example: if suitable places 2 hexes away are blocked by hovercrafts or planes, a submarine will have to pass into the hex under [[Reaction Fire]] from depth charges (range 1) of a cruiser instead of shooting torpedo (range 2) at it with impunity as usual (popping up to shoot the blocking unit is a bad idea, as it invites reaction fire from the cruiser's cannon, possibly blocking unit and everything else in range, then retaliation fire due to shooting at range 1, then it's enemy's turn...). So with a little forethought unreachable units squatting on the optimal approach help layered reaction fire to wipe out several attackers before they get to shoot - normally multiple units can get away with modest damage after drawing fire of longest-range weapons to allow passage for other units, but not when everything shoots them at once.