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Re: [SG2] Artillery Warhead Alternatives?

From: "Laserlight" <laserlight@q...>
Date: Wed, 9 Oct 2002 16:22:29 -0400
Subject: Re: [SG2] Artillery Warhead Alternatives?

> Just wondering if anyone has made any changes to the way artillery
warheads
> work in SG2. In SG2 the implication seems to be that every round is
a
> submunition. The size of the round increases the blast area, but it
doesn't
> increase the force of the blast. An armour piercing 80mm mortar
round does D12
> x 2 impact, just the same as a 150mm artillery round or a 400mm
rocket.
>
> Has anyone considered increasing artillery impact as well as the
burst radius
> for larger calibre weapons? For that matter, has anyone thought of
increasing
> the impact and potentially _decreasing_ the burst area, representing
> individual shells instead of submunitions?

Bear in mind that it's probably not a single shell, more likely 15
rounds per tube at a nice steady 3 rounds/minute.  You might have
"intensive fire" where you double the number of shots but at some cost
in readiness (better comms roll needed to call it in, starts 1 box
farther out on the Inbound chart, or something similar).  But yeah,
it's kinda odd that a 16" shell doesn't do more than a 60mm mortar,
just over a larger area.

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