RE: [DS] Heavy Weapon Teams [SG] Laser weapons
From: "Brian Bell" <bkb@b...>
Date: Fri, 6 Apr 2001 15:55:34 -0400
Subject: RE: [DS] Heavy Weapon Teams [SG] Laser weapons
OK. So you have 200 rounds, but your infantry team cannot move out of
integrety range from it or it cannot fire the mortar. This I can accept.
If you are saying that you can dump the ammo on a location on the board
and
have the Mortar Team go anywhere on the board and fire, this I would
have a
problem with.
---
Brian Bell
bkb@beol.net
ICQ: 12848051
AIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---
-----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of John Atkinson
Sent: April 06, 2001 14:08
To: gzg-l@csua.berkeley.edu
Subject: RE: [DS] Heavy Weapon Teams [SG] Laser weapons
--- "Bell, Brian K (Contractor)"
> OK. So if you go with Team of 4-8 (squads of 8-16),
4.
> that is still only 8 or > 16 rounds per team. Now we
No, it's over 200. Every man in the company carries 2
60mm rounds, drops them off with the 2 60mm mortars,
and goes onto attack.
Dedicated ammo porters could carry far more rounds.
> can carry, then it matters). I would suggest that
> an ammo counter should > equal about 1 turn (15
minutes) worth of EFFECTIVE > fire and 2 turns (30
> minutes) of Harassing fire. Not having served, how
> many rounds is this?
WHOAH! 15 mins? Not bloody likely. There would
never be a barrage that long. Too dangerous. And
take too much ammo. No, a fire mission is generally
no more than 6-9 rounds per gun--remember the beaten
zone is due to the submunitions in most rounds. And
the rounds don't actually fall for the entire game
turn. Otherwise you'd be calling in artillery and
letting it block off avenues of approach and everyone
who drove through there for the rest of the turn would
be subject to fire.
John
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