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Re: Anti-armor mines!

From: "Andrew Martin" <Al.Bri@x...>
Date: Tue, 8 Sep 1998 15:01:38 +1200
Subject: Re: Anti-armor mines!

John Atkinson <jatkins6@ix.netcom.com> wrote:
>Mines come in three 'stealth levels', basic, enhanced, superior.
    Stealth minefield points cost multiplier: Bas, *2?; Enh, *3?; Sup,
*4?;
on standard DSII minefield costs. No stealth - DSII standard rules
apply.
Stealth mines can only be placed before game starts, not during game.
    Each stealth minefield marker purchased comes with a hidden marker.
Place the hidden marker on top of the mine marker, so that the mine
marker
is hidden. Place the two markers together where you desire on the table.
    If a non-engineer element/unit attempts to cross a stealth
minefield,
inflict appropriate damage and the unit carries on, after making
appropriate
confidence checks for under fire, damage etc. Note that the unit doesn't
necessarily stop as the unit may not realize that it's in a stealth
minefield! Particularly if it takes no damage!

>Detection equipment will be in three levels, basic, enhanced, superior.
>Detection will be determined by opposed roll, with the quality of the
>engineers using the detection gear granting a die shift up or down for
>veteran or green.
    Assume that engineers and engineering vehicles carry appropriate
detection equipment automatically and at no extra points cost.
    For engineers to detect a stealth minefield, engineers nominate a
hidden
marker nearby (withing 2"), they roll unit quality dice vs leadership
rating
for each engineer element within 2" of the hidden mine marker. Opponent
rolls minefield stealth rating. If the Engineers roll higher than
opponent,
the hidden marker is removed. The engineers can work on removing the
minefield in their next activation.

Dummy minefields:
    Available at the rate of one per minefield purchased, whether
stealth or
regular. For example, buy four minefield markers, get up to four dummy
markers. Hide the dummy and real minefield markers from your opponent
and
carefully place the dummy and minefield markers as you desire on the
battlefield, upside down. Your opponent knows that the minefields are
there
but can't be sure whether they're real or not as they are carefully
marked
for all to see.
    Any non-engineer unit that wants to cross the dummy/real minefield
has
to make a confidence check to proceed. TL+0, say? Failure means losing
confidence levels. Success allows crossing. Crossing the minefield
causes
the marker to be flipped. If it's dummy, it is removed. If it's real,
inflict standard minefield damage on the unit.

    Any comments, suggestions, improvements, etc?

Andrew Martin
Shared email: Al.Bri@xtra.co.nz
Web Site: http://members.xoom.com/AndrewMartin/
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Dirtside II FAQ: http://members.xoom.com/AndrewMartin/DSII/FAQ/
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