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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


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