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'm guessing that you need a marker to indicate that artillery has been
  called in at all right?  I'm just thinking off the cuff here, but I'd
  consider 3 cases:

	1)  Dumb artillery rounds  --  In this case, I'd lay the impact marker
				  because it represents the predictability of
				  such weapon systems.

	2)  Reasonably steerable rounds  --  I'd consider allowing multiple
				  dummy markers to be placed to conceal the
				  actual target.  With the actual marker 
				  being moveable in a limited way, the final 
				  target point would be very unpredictable.  
				  You could also allow multiple actual target 
				  points and not require an entire battery to 
				  shoot the same way.

	3)  Brilliant rounds  --  No impact marker at all.  Targets are 
				determined by FO at arrival time, or the rounds
				roll for acquistion on their own.  Would work
				for drone launched munitions too.  Mark 
				offboard that artillery has been fired and when
				(and from where) it arrives.  I would think 
				all orbital to ground artillery would work this
				way.

    I suppose it wouldn't be unreasonable to allow orbital observers to direct
  fire as well, but boy should that be expensive.  :-)
    It would be interesting to allow "fake" impact markers to bluff units into
  moving.  Perhaps it represents artillery firing fake rounds to simulate an
  attack and draw defensive and counterbattery fire.  You could even have cheap
  light artillery systems that do little besides simulate the big boys.


> 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.
> 
    Yeah, I was just thinking that low orbit to ground is not hugely farther
  than normal laser ranges.


> 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
> 

   :-)  Thanks for all the info.  Very interesting.



  grant
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