GZG List archives -- March 2006

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Re: [GZG] DSIII q



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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