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Could you not alter the effective size of the vehicle based on how much of it is visible rather than actual size thus making it harder to hit based on its visibility. ________________________________ From: gzg-l-bounces@xxxxxxxxxxxxxxxxxxxxxxx on behalf of Allan Goodall Sent: Thu 06/04/2006 05:43 To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx Subject: Re: [GZG] Stargrunt II rules questions On 4/5/06, gzg-l-request@xxxxxxxxxxxxxxxxxxxxxxx <gzg-l-request@xxxxxxxxxxxxxxxxxxxxxxx> wrote: > Date: Wed, 5 Apr 2006 21:07:58 +0200 (CEST) > From: le TiYo <letiyo@xxxxxxxxxx> > 1- How do you apply armor dice shift up for in cover vehicles : > D12x2 becoming D12x3 if vehicle hull down behind soft cover > by example? The rules don't actually cover this (pardon the pun). The assumption is that if you hit a vehicle the projectile missed the cover. There are no official rules for hull down vehicles. I've been working on my own vehicle extensions that would cover this, but the rules don't. I suggest two ways you can handle this: 1) If the attacker is aiming at a hull down vehicle (or a vehicle partly sticking out from behind a building, etc.) the size of the vehicle drops based on how much of the vehicle is showing. A size 5 tank with only half the turret showing could easily be dropped to size 1 or 2. The problem with 1 is that it's a bit subjective. 2) The other way of handling this is to come up with a table to see what part of a vehicle was hit when part of it is hidden. If the exposed part is hit, treat as a normal vehicle hit. If the protected part is hit, add the protective factor of the cover to the armour of the vehicle. For Hull Down it could be as easy as a D6 roll with 1 - 4 being a hull hit, and a 5 - 6 being a turret hit. It gets a little trickier if the cover protects the vehicle horizontally instead of vertically. Page 56 has armour values for buildings. I'm still trying to figure out the armour value of a hill or berm. (Oerjan, want to comment on protection due to berms and hills? How easy is it, currently to hit a target that is hull down? Should hull down afford a vehicle a size shift down, with shots either hitting the exposed vehicle or missing entirely? How could you handle missiles, which have the defending vehicle rolling an ECM die and don't take cover or range into account at all?) > 2- Smoke launchers : do you allow them a limited number of > shots or free to use them for all the game? I allow them unlimited use. Since SG2 games rarely last more than about 10 turns, I didn't think it was worth limiting the smoke use. > 3- About smoke again, is the smoke cloud created at 6" or up to 6"? The rules specifically state 6". I understand there are modern vehicles that can vary the range at which a smoke cloud appears, and 60 metres away seems awfully distant to me. I personally allow up to 6". I noticed you didn't ask the typical question of smoke: does it cost an action to drop smoke? The rules don't say. I think the last time the list thrashed this out the consensus was that it should cost an action. > 4- MLP could they be fired by the same time trooper use his hand weapon > or should he have to choose between the two? This isn't covered in the rules, but I allow Power Armour with MLPs to launch them as a support weapon _and_ attack with their own personal weapon, but I know others who don't allow this. It's your call. > 5- Does an hovering airplane (helico, vtol, grav etc...) could be shot at > by IAVR or heavy weapons? I have a house rule that says a grounded aerospace vehicle can be shot at like a grounded vehicle, so IAVRs and heavy weapons fire at it like it was a tank or a truck. I would allow the same thing against hovering vehicles. > 6- Rules do not need a squad to take confidence test for seeing a friendly > squad beeing exterminated, anyone of you get house rule to handle this? I've toyed with cascading morale in SG2 (i.e. losing morale due to seeing casualties in other squads). In practice it tends to slow the game down. There's also the question of what constitutes "seeing". If you have a readout with the life signs of your platoon mates, will you lose morale as you see their readouts go from green to red? Or does it only count if you physically see them in person? Personally, I don't find it necessary, but then again I use a slightly modified version of the morale rules that are a slightly nastier, and they seem to do the trick. -- Allan Goodall http://www.hyperbear.com agoodall@xxxxxxxxxxxxx awgoodall@xxxxxxxxx _______________________________________________ Gzg-l mailing list Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l
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