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Re: [GZG] DSIII q

From: "Grant A. Ladue" <ladue@c...>
Date: Mon, 6 Mar 2006 13:44:50 -0500 (EST)
Subject: Re: [GZG] DSIII q


  Hi all,

    Are there any provisions for "smart" or "brilliant" munitions,
loitering
  weapons, and orbital weapons (Thor and the like)?  Given the sci-fi
setting
  of the game, I'd like to see artillery that was a bit less like
Vietnam era
  weapons unless the mechanics are just to unwieldy.  How about orbital
to 
  ground energy weapons?  
    I would think that with smart artillery rounds, there wouldn't be an
impact
  point to warn the other guys before arrival.	If they're necessary,
are they
  reasonably maneuverable?  Either way, perhaps the artillery side
should be 
  able to place "dummies" that keep the other side guessing as to where
the
  actual artillery will land?

    I imagine you haven't worked a lot of it out yet, so many of the
questions
  may not have answers yet.  I'm just as curious as heck about this part
of it.

    Hmm, as I re-read your response below, I'm realizing that you only
meant 
  that the infantry mortars were basically useless against armor.  At
least, I
  hope that's what you meant.  :-)

  grant

> 
> Well, since you asked.  I can give you the basics, and will leave out 
> the myriad of guidance systems and such.
> 
> The artillery can be called in as part of an active firefight, or an
FO 
> can start a firefight by calling in artillery.  (I'll get some of this
a 
> little wrong as the artillery section is not fully worked out). The FO

> places an impact marker, just as per DSII.  If the artillery is on 
> table, it comes in on the following TCR - allowing the targets to 
> attempt to flee the beaten zone.  Note that with correctable
munitions, 
> and with infantry only moving at 0.5mu Combat Move, they won't always 
> get out. :)  If the artillery is off table, it's put into a "zone";
each 
> zone requiring a full TCR for the rounds to pass through.  So, if you 
> have a battery in zone 3, and place an impact marker on TCR 2, the 
> impact occurs on TCR 5.  Not terribly useful unless you're targeting a

> position (hill, revetment, etc.) or have the enemy well pinned and 
> unable to move.
> 
> The damage is figured depending on what kind of munitions you used. 
> Since the artillery is designed as a normal non-energy weapon with a 
> high elevation weapon mount, and ARTY-FCS, it can fire whatever kinds
of 
> rounds the normal gun does. So MDCs lay in MDC fire.	HVCs can fire
KE, 
> HEAT, HE, Shrapnel, etc.  The infantry mortars that the Order had in
the 
> game were LVC/0.5s (low velocity cannon).  Pretty much useless against

> armor (rolling impact die * 0.5 even against top armor is asking a 
> lot!), and they only had HE, Shrapnel, and smoke.  So their best shot 
> against your tanks would have gotten them a D6/2 for impact.
> 
> Against infantry, however, especially if they can catch them out in
the 
> open, it's a different story. :)
> 
> That's the basics.  A lot of work (potentially) goes into the design
of 
> your ammo loads, but once you're playing, it's not that hard to
resolve. :)
> 
> John
> 
> 
> 
> Grant A. Ladue wrote:
> >> Grant,
> >>
> >    I have to admit that I've very curious as to how the artillery
blends into
> >  firefights.
> > 
> >   grant
> > 
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