RE: Obstacles, Part 3
From: John Skelly <canjns@c...>
Date: Tue, 5 May 1998 16:03:37 -0400
Subject: RE: Obstacles, Part 3
11 roll road block, :-) What is on either side of these rolls, sheer
cliffs. John, your making me howl, its like a 'I can do this' and
'well, in that case I can do this' battle. It will never end.
If you won't admit that engineers aren't the only ones who can clear an
obstacle please let me know!
Thanks (keep up the posts though)
> -----Original Message-----
> From: jatkins6@ix.netcom.com [SMTP:jatkins6@ix.netcom.com]
> Sent: Tuesday, May 05, 1998 1:05 PM
> To: FTGZG-L@bolton.ac.uk
> Subject: RE: Obstacles, Part 3
>
> You wrote:
>
> >Now it should be borne in mind that these obstacles don't just
> magically >appear in front of an objective. Prior to any attack, recon
>
> is conducted >and determining location and layout of obstacles is one
> very important >piece of info to be gathered. Consequently Engineer
> support is PLANNED >into the attack. Now we are talking Bn, Bde or
>
> >constructions can be VERY deep and if put together properly the human
> >body weight will not be at all effective. A HE round from a Carl
>
> 11-row Concertina Roadblocks. Let's lay a squad of infantry,
> end-to-end. . .
>
> And I just don't believe anyone who's in normal physical shape is
> going
> to foul up a concertina fence on their own.
>
> And pray I havn't mined the approaches.
>
> Gustav >will not do much either. In the explosion much of the wire and
>
> pickets >just get pushed around and you end up with even a worse mess
> to try to >get through.
>
> I did concede that a DFFG of sufficient size (say 3+) should be able
> to
> breach a simple wire obstacle.
>
> >Now if someone could come up with a way to factor in Intel and
> >PsyOps..................
>
> PsyOps. Opposed roll for unit quality, higher roll convinces looser's
>
> troops to either desert or surrender. Roll d6. On three or less,
> they
> stick their bayonets in the ground and go home, on a four or more,
> they
> surrender. Kinda makes for a boring game. . .
>
> John M. Atkinson