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Re[4]: Dirtside II Mortar Teams

From: M.J.Elliott@u...
Date: Tue, 19 Nov 1996 08:29:31 -0500
Subject: Re[4]: Dirtside II Mortar Teams

Hi, Brian

Yes, I like it a lot! Particularly as with some slight modification the
same rules should work for SGII as well. I'll be passing this one on to
Jon
for possible inclusion in a supplement. Thanks!

[Everybody] Any other ideas? Particularly for stuff that will fit both
games.

Mike Elliott, GZG

______________________________ Reply Separator
_________________________________
Subject: Re: Re[2]: Dirtside II Mortar Teams
Author:  SMTP:owner-ftgzg-l@bolton.ac.uk/ at INTERNET
Date:	 19/11/96 14:49

In a message dated 96-11-18 09:10:56 EST, you write:

> Dear all,
>  
>  Just a small request, please could you include a sig (at least your
name) 
>  in posts to this list. The way that the list and my mail system works
is 
>  that I can't see who wrote the message, unless its in the body of the

>  mesage. (Yeah, its my cr*pp* mail system again). 
>  
>  Who wrote the message below please? 
>  
>  I would be nice to know, cause this (along with Iceburgs rules) are
good 
>  candidates for inclusion in a DS2 supplement - and you want credit,
don't 
>  you?
>  
>  Mike  Elliott, GZG
>  
>  
>  __________________ Reply Separator ______________________________
>  Subject: Re: Dirtside II Mortar Teams
>  Author:  SMTP:owner-ftgzg-l@bolton.ac.uk/ at INTERNET 
>  Date:    13/11/96 08:18
>  
>  
>  I've been playing infantry mortars exactly as light artillery with
the 
>  following exception.
>  1)  Must be on table:  I assume that the rounds have been made
smaller 
>and
>  the tubes lighter by removing propellent rather than warhead.
>  2)  The team may only carry enough ammo for one effective fire
mission.  
> They 
>  may resupply normally and my stockpile additional ammo from carriers
at a 
>  location, allowing them to fire more missions, but if they have to
bug 
out, 
>  may only take one with them.
>  3)  No move and fire on same activation:  Reflects time required to
set-up

>  weapon system.
>  4)  Team requires double capacity in vehicles 
>  
>  A note on the last item.  I'm going to try allowing a team with any
Size 
>  class one man-pack weapon to be used.  All will utilize the no move
and 
fire 
> 
>  and double capacity above.  GMS/L teams will fall under this
category.  A 
> new 
>  GMS/P team will be able to operate exactly as a normal infantry of
its 
type.
>   The GMS/P will have a range of 24", draw two chits, and cost
15/20/25 for 
>  the three guidance levels.
>  
>  Comments?
>  
Hi Mike,

That was my version of Infantry Light Mortars.	What do you think?

Brian Cantwell
BJCantwell@AOL.com

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