GZG List archives -- March 2006

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Re: [GZG] DSIII q



Grant,

We've been discussing the "impact marker" issue. As OA has pointed out to me again and again, there shouldn't BE an impact marker that the enemy can see. Sadly, because it's a game, and there has to be some way to track such things, we have to put something down. There are ways to move the marker once it's played. If it's being painted by an FO (guy with a laser or whatever), that player can move it around on his TCR within certain limits (that I don't want to go look up right now!). Some munitions are self correcting and will look for signatures within an area and fire off at them.

I hadn't considered things like orbital lasers, but don't see any reason that such could not be used if your setting allowed for it. I'll defer that to OA.

There is currently a TON of stuff in the artillery section, which is part of why I have been ignoring it until I'm much more comfortable with the main rules. :) The infantry mortars would have been useless against vehicles and useful against infantry or other soft targets. :)

John

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Mon, 6 Mar 2006, Grant A. Ladue wrote:


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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