Prev: [HIST] conflicts in the GZGverse Next: Re: [HIST] conflicts in the GZGverse

Re: Recoilless Rifle vs. IAVR vs. GMS

From: "Robert W. Hofrichter" <RobHofrich@p...>
Date: Fri, 24 Nov 2000 10:06:08 -0500
Subject: Re: Recoilless Rifle vs. IAVR vs. GMS

I'd go with a slightly different interpretation of the MAW-type
weapons...

----- Original Message -----
From: "Barclay, Tom" <tomb@bitheads.com>
To: "Gzg Digest (E-mail)" <GZG-L@csua.berkeley.edu>
Sent: Thursday, November 23, 2000 3:39 PM
Subject: Recoilless Rifle vs. IAVR vs. GMS

> In SG2 terms:
>
> GMS: unlimited range, uses guidance, spoofable by ECM, impact D12*.
> Ammo: Typically 1-4 shots.
> Example: Javelin
>
> IAVR: quality based range bands, uses FP D8 or D10, unspoofable,
impact
> D12*.
> Ammo: Typically 1 shot. Some multi-shot variants have been suggested.
> Example: LAW-80, RPG-18, M-72, Armburst, Panzerfaust

Armbrust, right?  I keep calling it "Armburst" also, but I think it's
actually the other spelling.

>
> RR: ?
> Ammo: Typically ? - How many Carl G rounds would a two man det carry?
Maybe
> 8?
> Example: Bazooka, Carl Gustav, Panzershreck
>
> I was wondering how people handled MAWs in SG2.
>
> I thought perhaps use the 12" range ands of vehicle mounted weapons
(or a
> doubled range bands like a sniper if using quality rangebands)? Impact
2D8*
> (if you don't mind throwing in non-standard impact, otherwise D12*).
FP
D10
> (better sights than most IAVRs).

I go with range based upon crew quality.  I don't use it as a guided
system
(though a future version certainly could be) and the sighting mechanism
I
assume being closer to those on IAVR-type weapons than vehicle-mounted
systems or GMS launchers.  Though some of the MAW-category weapons do
have
spotting rifles, while none of the IAVR=types do, IIRC.  So I suppose
that
you could make the argument that they get FC instead of Quality, but I
prefer the latter instead of the former myself.  I think the 2x range
bands
like a sniper would be the best approach, though.  Just my 2 pfennings.

As for how to handle these in DS2--the fire factor could be assumed to
be a
part of the IAVR fire of an element or (and I prefer the this alternate
approach) could be done as a LVC-1 weapon element.  For my LVC rules,
see my
DS2 page--or rather, don't, as my host is having problems right now...

If I can get the problems resolved anytime soon, I'll post the URL

>
> Is this at all reasonable? How does this match up to such weapons in
DS2?
>

Rob

Prev: [HIST] conflicts in the GZGverse Next: Re: [HIST] conflicts in the GZGverse