Re: SG2 Bunkers/Buildings rules(long)
From: Brian Burger <burger00@c...>
Date: Wed, 17 Jun 1998 14:03:20 -0700 (PDT)
Subject: Re: SG2 Bunkers/Buildings rules(long)
On Wed, 17 Jun 1998, John Atkinson wrote:
> You wrote:
>
> >Small Arms Fire vs. Bunkers/Buildings: as w/ targeting vehicles.
MAJOR
> >success = suppression of squad inside. MINOR success = no affect.
(You
> can >blaze away a bunker or solidly constructed building for days with
> an >assault rifle and do damn little except use up ammo and
> occaisionally >scare the occupants...)
>
> Depends--you should permit snipers to target firing slits seperately.
Snipers vs. Bunkers: firing as usual, MINOR success = Suppression; MAJOR
=
random squadmember inside bunker hit.
(This is off the top of my head - but it seems workable)
>
> >CLOSE ASSAULTING STRUCTURES: (a good way to use up troops...)
> >
> >Against UNBREACHED walls of BUNKERS: Defenders take Confidence test
at
> one >less than usual (+2 instead of +3, say.) Also Defenders get TWO
> die shifts >up, for the ENTIRE DURATION of the close assault.
>
> Actually, bunkers are at a severe disadvantage to flanks and rear as
> far as visibility. And you're not so much trying to engage in
> traditional hand-to-hand combat as to throw a grenade or satchel
charge
> in. A satchel charge thrown by one man will take down the bunker, and
> even a single grenade will likely clear it--the confined space of the
> bunker magnifies effect greatly.
Any ideas on re-writing the Close Assault rules here to more accurately
reflect this? We've got to balance the fact that the Defender's are
behind
a couple of feet of concrete, and the only way to kill them is to get
something through a very narrow firing slit - but if you _do_ get
something into the bunker, it's ground meat time inside...
It's difficult to model because either there's very, very few casualties
among the defenders, or else they're dog food - and the same thing can
happen to the attackers. That sort of sharp break is hard to do - it's
got
me stumped...
> >(Urban combat eats troops - Stalingrad, etc. So does attacking
> undamaged >bunkers, which is usually a real desperate move...)
>
> It's a pretty normal battle drill in most units. . . Us light types
> don't have the luxury of tanks and whatnot to knock out bunkers first.
>
> >BREACHING CHARGES: I'll admit that these are the sketchiest parts of
> these >rules. Basically, these are large limpet mines/shaped
> charges/satchel >charges, specifically designed to blow breaches
> through thick wall. They >need to be emplaced by infantryright on the
> surface to be blown, and >tentatively have the following stats: 1
> action to emplace them, "attacks" >chosen surface. Roll QUALITY die of
> emplacing squad & D12x4 'Firepower' >die vs. Armour rating of surface
> (d12 x Armour level). Effects as per >regular attacks, above.
>
> This would be things like the shaped charges used at Eben
Emael--actual
> attempts to breach walls. Note that this generally has negative
> consequences for the inhabitants. Actual satchel charges (not shaped)
> are thrown inside doors/windows and tend to collapse the structure
> unless it's big. If not, inhabitants are still dead. Add a die shift
> up on quality if it's an engineer unit. I also notice you make it
> practically impossible to knock down the entire building (max d12
> quality, vs d12xarmor) when on a small structure that's likely.
It's actually QUALITY of unit & D12x4 for the charge itself, vs. target
surface's ARMOUR (D12xwhatever)
Perhaps after the target wall is breached in a MAJOR result, the rest of
the walls roll vs. HALF their armour value? (the charge's D12x4 vs half
armour of each connecting surface (wall/roof)) That makes it more likely
that a charge will blow the building down, esp. in lighter structures.
Anyone else have ideas?
Brian (burger00@camosun.bc.ca)