Re: SG2 Bunkers/Buildings rules(long)
From: jatkins6@i... (John Atkinson)
Date: Wed, 17 Jun 1998 20:45:49 -0500 (CDT)
Subject: Re: SG2 Bunkers/Buildings rules(long)
You wrote:
>It's difficult to model because either there's very, very few
casualties >among the defenders, or else they're dog food - and the
same thing can >happen to the attackers. That sort of sharp break is
hard to do - it's got >me stumped...
Agreed. Problem is, that if you can find a blind spot to a bunker,
it's dogmeat. And there always is one--firing slits leave very little
visibility. The question is whether you can find it. If you've got a
covered/concealed route up to the bunker, it's like shooting fish in a
barrel. If not--if an LMG catches you moving up, you're dead. But
once you're on the bunker (sometimes quite literally--few bunkers have
ways to get people off the roof), you can throw grenades and satchel
charges at leisure.
There should also be difference between normal and civvie
buildings--the latter are fairly easy (extremely relative term here) to
clean out with grenade launchers. The M-203 is an ideal city-fighting
weapon.
John M. Atkinson