RE: [SG2]: GSM/P Question
From: "Glover, Owen" <oglover@m...>
Date: Sat, 3 Apr 1999 20:36:32 +1000
Subject: RE: [SG2]: GSM/P Question
OK, so far we've seen a quote from teh SG Rules to the effect taht you
CAN'T
engage an infantry target with GMS/P and another that you can't
EFFECTIVELY
engage infantry. Well, the straight answer to your question is divide
the
defenders die type into the total score of the attackers dice.
Now onto what others have picked on as teh thread for discussion. I seem
to
recall a discussion along these lines about a year ago.
Have a close look at the rules and it doesn't actually state that you
can't
engage infantry with a GMS weapon. But the beauty of SG is how you play
it
without the "the rules say...." or the "the rules don't say I
can't....."
approach.
Quite obviosuly you can engage an infantry target with ANY weapons
system.
Set up a Milan, acquire an infantry squad in the open and of course you
CAN
fire your missile. Total waste of a tank killer round though. And quite
likely you'll not do much in the way of casualties compare to the effect
of
a MAG58 or M60. But you CAN do it.
Realistically your squads should not be engaging infantry with a GMS if
they
are in the open or in soft cover or if there is a LIKELY armour threat.
However if the enemy is situated in a hardened defensive position such
as a
bunker or prepared building it may be a differnet story. If there are no
IAVR's in the squad then of course you'd use your best asset to take the
enemy out! The GMS!!
IMHO the SG rules set is good because it is flexible and a reasonable
simulation of small unit engagements when played in the spirit of the
game.
Cheers,
Owen G
-----Original Message-----
From: Keith Jones [mailto:kjones@globalnet.co.uk]
Sent: Saturday, 3 April 1999 5:51
To: gzg-l@CSUA.Berkeley.EDU
Subject: [SG2]: GSM/P Question
Played first game of SG2 and enjoyed it but we had a situation where a
GMS/P
was fired at a unit. Followed the rules on page 40 for GMS die rolls and
got
a 'fully effective' result. However the rules say that the number of
potential hits are determined by dividing the total firer dice by the
range
dice - GMS's don't have a range dice! How do I determine the number of
hits?