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Re: [SG2] Urban combat

From: Donald Hosford <hosford.donald@a...>
Date: Thu, 21 Jan 1999 13:53:54 -0500
Subject: Re: [SG2] Urban combat



Brian Burger wrote:

> Had an interesting SG2 game tonight, with a lot of buildings,
including
> for the first time a two-storey building. (I finally got around to
making
> it...)
>
> How do other people handle some of the oddities of multi-storey
> structures? I'm speaking specifically of assaulting a squad that's not
on
> the ground floor, and of shooting over smaller buildings.
>
> For close assualting of second storey squads, we had a stop-gap rule
that
> to get to the 2nd floor, you must get combat movement sufficient to
get
> you into the building _plus 4 inches_ to get you to the next floor.
The
> defenders got a +1 die shift for the entire assault. (see my webpage
for
> Bunker & Building rules for the +1 die shift idea)
>
> For the second situation, we said that you can shoot over lower
obstacles,
> but that they had a 'dead zone' behind their farthest wall equal to
the
> distance from the firer to the nearest wall. Thus, if my squad is on
the
> 2nd floor and is 4" away from the nearest wall of a 1story bldg, they
> cannot target units closer than 4" to the rear wall of that building.
>
> How have other people dealt with these sorts of situations? All ideas
&
> comments welcomed...
>
> Brian (burger00@camosun.bc.ca)
> -- http://www.geocities.com/Area51/Nebula/9774/games.html
--DS2/SG2/misc--

How about using a long string?	Place one end at the firer, and place
the
other end on the target.  Pull the string tight.  If the string catches
on
something, the target can't be seen by the firer.

Donald Hosford

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