Re: [GZG] New to the list, and 2 questions: lift/jump infantry rules, and 15mm alien 'natives'
From: John Tailby <john_tailby@x...>
Date: Fri, 9 Jan 2009 21:24:37 +1100 (EST)
Subject: Re: [GZG] New to the list, and 2 questions: lift/jump infantry rules, and 15mm alien 'natives'
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your jump pack weighs as much as an infantry backpack it's additional
weight that the troopers have to carry around. Like scuba gear. Most
infantry carry a lot of gear and adding 25 kilos or 50 pounds of weight
will reduce their mobility considerably compared to leg infantry unless
jumping.
If the jump pack is a rocket pack or jet turbine unit, then unless it
runs all the time, it will weight the troopers down. If you are jumping
around at say 50 miles an hour it's pretty difficult to risk landing in
any kind of terrain like trees, without the risk of serious impact
trauma. Parachutists don't drop into trees if they can avoid it.
I would suggest that for any kind of near future tech jump pack that,
you count all terrain as dangerous and risk casualties if you start or
end your movement in terrain... So you jump from open ground to open
ground.
The infantry should also be encumbered on the ground so move at a
reduced rate and or have a lot less equipment, so no heavy weapons maybe
only an SMG equivalent and grenades.
You might also consider that infantry use their jump packs like dragoons
of old, jumping to get into position and then dumping their packs to
fight on foot.
Infantry that jump in nice easy hops will do a very passable impression
of a clay target for any kind of overwatching enemy unit. If you bounce
above tree height you become very visible and will draw fire from all
over the place. Enemy units should be able to interrupt your jump
action with some kind of reaction fire or overwatch fire if they can
draw LOS to any part of the jump move.