GZG List archives -- April 2006

Number 120 of 451 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

Re: [GZG] Stargrunt II rules questions



Allan Goodall wrote:

>I'd ignore the SG2 GMS mechanic completely, and instead treat them pretty
>much as any other direct-fire weapon - albeit with an extra UP shift for
>being guided and extra DOWN shifts for the target's ECM.

Okay, so the firer would roll a Quality Die and a Guidance Die (which
is essentially the same as a Fire Control die). The Guidance Die is
shifted up one due to the weapon being guided (versus a
fire-and-forget missile).

Er - no, versus weapons firing ballistic projectiles (ie., most guns) that can't adjust their trajectory to compensate for unexpected target movements. A fire-and-forget ATGM is just as much "guided" as a gunner-controlled one is; it's just that the sensors guiding the FoF missile are mounted in the missile itself rather than in the launcher.


[...]

What do people think? I'm leaning toward the revised version myself,
but the way Oerjan put it might be more realistic.

Within the restrictions posed by adhering to the standard SG2 to-hit mechanic, anyway.


One feature you might want to model is that many missiles today have *minimum* ranges of between 50 and 150-200 meters; they need that distance both to arm their warheads and to stabilize and get up to speed after leaving the launcher (so inside the minimum range they have severe difficulties hitting anything, and most likely won't explode even if they *do* hit). Even in the future I don't expect infantry missile minimum ranges to drop much below 20 meters, mainly for safety reasons - if the warheads *do* explode that close to the gunner, there's a major risk that the gunner will be hit by rearwards-going missile fragments. (If OTOH the missile is launched from an armoured vehicle the safety distance isn't a very big concern, though.)

>Sounds pretty accurate to me... but the SG2 vehicle-launched smoke screens
>do seem rather narrow; IIRC real-world smoke screens tend to extend some
>50-70 metres to either side of the vehicle (so the SG2 screen would consist
>of 5-7 2mu-wide cotton balls, rather than the 3 currently allowed).

So smoke dischargers fire at a set range?

Many of today's smoke dischargers do, anyway; but I'm not at all sure that *all* of them do and there's no technical reason why future ones couldn't have variable ranges instead. (I can't see any pressing *tactical* reasons for using variable-range smoke launchers - in most situations where you'll want to use the smoke launchers you don't have much time to consider what range you want the screen at, and if the enemy you want to hide from is within 50 meters of you when you launch you're probably smoked anyway - but that's another issue entirely.)


Set or variable range wasn't my point though; I was just commenting on the "60 meters away seems awfully distant" bit. The purpose of these smoke screens is not only to hide the vehicle from enemy view, but also to allow it to *manoeuvre* without being seen by the enemy. To accomplish that the screen needs to deploy far enough away from the vehicle that it won't engulf the vehicle (since that would slow the vehicle down, which is *not* what you want when you're trying to escape), and it also has to be wide enough that the vehicle can move a bit parallell to the screen (eg. to dodge incoming missiles) without immediately moving out from behind the screen again.

Later,

Oerjan
oerjan.ariander@xxxxxxxxx

"Life is like a sewer.
 What you get out of it, depends on what you put into it."
-Hen3ry

_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: RE: [GZG] [OFFICIAL] 15mm question to the list.... (and more 15mm news!)
  • Next by Date: Re: [GZG] [OFFICIAL] More news on 15mm..... :-)

  • Previous by thread: Re: [GZG] Stargrunt II rules questions
  • Next by thread: Re: [GZG] Stargrunt II rules questions

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Mon May 01 01:07:29 GMT 2006