[SG2] Vehicles and Heavy Weapons
From: "Thomas Barclay" <kaladorn@m...>
Date: Fri, 19 Jul 2002 03:17:06 -0400
Subject: [SG2] Vehicles and Heavy Weapons
1) Mr. Johnson, my Factor will attend to the
arrangement of details. As the challenged party,
you have the right to declare our use of waffles.
Might I humbly suggest an appropriate fruit
such as blueberries or strawberries as an
augmentation? Of course, the loser of the duel
must render unto the winner the cost of
breakfast.
And yes, I was tawkin to yoo, ya Tron-tonian! ;)
2) Silliness aside:
If anyone has seen modern weapons
stabilization (let alone that of 2183), I can't
imagine why you'd penalize a fire on the move.
You might argue it from game balance, but that
shouldn't be required. What are the hazards of
movement? Being spotted (easier), having a
harder time spotting (very bad), drawing
attention to yourself (target priority rules), and
of course it takes you out of cover and exposes
you to all sorts of reaction fire or overwatch
shots. I'm not sure I'd penalize stabilized
weapons at all. I've seen an M-1 bouncing over
terrain that made the hull sway and buck like a
rowboat in a high sea state, and the main gun
was rock solid and pointed at its target.... I
don't think things are likely to get feebler in the
future.
3) Adrian has an interesting idea. Let's try out
another form: I fire my RFAC at PA. I get the
following two results: Suppression or hits. If I
get hits, roll the first one as 2d10 (assume
RFAC/1) and the others as D8. That grants one
contact hit and fragmentation effects. That
might give a reasonable compromise. Pretty
good chance of killing one soldier and maybe
wounding some others.
3) Another interesting bone to pick:
PA not getting cover benefits to armour. They
have D12 armour, sure, but if I'm PA behind a
brick wall, I'm arguably better off than PA in the
open. If we allow an open shift on armour to
2d6 and 2d8 or d16 and d20 or something
(details fuzzy in my head now), then PA could
still benefit from cover. An earth berm or a
concrete wall should still give cover benefits!
4) Allan has an interesting idea. Another
approach might be to say that range bands are
12" for no FC, 16" for basic, 20" for enhanced,
and 24" for superior. This then makes
groundmounts without FC able to get 12"
range as well as pintle mounts, but a remote
mount MG/RFAC could apply for at least a 16"
range due to the built in target stabilization
gear.
Don't get me wrong, I like unit quality to
matter, but I get the impression that DS2
weapons ranges were more determined by
technology (at a certain point, your FC probably
matters moreso than your skills in determining
when a weapon can hit).
5) Allan said:
Chris mentioned the problem of a vehicle
moving 24" and then
the squad racing forward another 12" (I
don't think he put these numbers to it, but
that's the maximum: two move
actions for the vehicle, 6" free disembark
range for the troops, 1 troop move action
of 6").
[Tomb] Um, what if both did combat
moves?
Let's take another
situation. The vehicle wants to move up
12", disgorge the
infantry, and then move another 12" into a
safe location.
You can do this with the current system.
[Tomb] Not necessarily. What if the
position you want to move to is 12"
forward (the endpoint of the first vehicle
move) and 12" out to the side. Your 12"
disgorge from end of move will not
(because it is the hypoteneuse, assuming
you head for the point you wanted to get
to) allow you to arrive there. You'll come
up and inch or two short.
Allan also said:
If you let the vehicle pay the cost of
disembarking the
troops, the vehicle moves and then they
jump out 6". They
are now _out of the vehicle_. They are no
longer vulnerable.
Unless you use overwatch rules (and not
everyone does), you
won't have that moment of vulnerability.
[Tomb] Agree. But what if I, as a vehicle,
want to drive half my available move and
disgorge my troops? I'm giving up half my
movement range in exchange for removing
this vulnerability (assume no overwatch...).
Isn't that a valid trade off? I'm choosing
caution. I'm spending an even smaller
percentage of my turn moving in exchange
for wanting my troops out sooner (for their
safety).
Allan also said:
Chris points out that in most cases there's
no reason to do
a combat move. The average isn't really
worth it. I've
decided to give a combat move a die shift
up on the range
band if attacked while moving. I would do
the same die shift
up for doing a combat move while firing
(which would give
the range band two die shifts up for
vehicles).
[Tomb] Oddly, I think I may have been the one
to bring this up first years ago. For long and
weary, I've been toying with giving a die shift to
combat moving units. I have two problems with
this (as someone who has tried it). It reduces
already easily reducible range bands yet again
(not great) and it presumes that non-combat
move would be the default in the game, which
mostly revolves around combat. It strikes me
we should take the other tack: Anyone NOT
engaging in a combat move is fired at as if 1
range band closer. This makes effective infantry
range a bit LONGER instead of shorter, and
makes the default move a combat move. Try it
out... it makes for a more exciting game.
---------------------------------------------
Thomas Barclay
Co-Creator of http://www.stargrunt.ca
Stargrunt II and Dirtside II game site
No Battle Plan Survives Contact With Dice.
-- Mark 'Indy' Kochte