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Re: SG2 Bunkers/Buildings rules(long)

From: "Richard Slattery" <richard@m...>
Date: Fri, 19 Jun 1998 17:55:13 +0000
Subject: Re: SG2 Bunkers/Buildings rules(long)

On 17 Jun 98 at 20:45, John Atkinson wrote:

> 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.

John, I promise I'm not stalking you, and disagreeing with 
everything you say ;)
This is only a question anyway.
Would two (or more) bunkers which can cover each others blindspots 
make this almost impossible to achieve, or is just one bunker usually 
contructed per strongpoint due to the cost in resource of making 
them?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Richard Slattery	     richard@mgkc.demon.co.uk
Ye shall know the truth, and the truth shall make you mad. 
     Aldous Huxley
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