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RE: Integrating Snipers into DirtSide II

From: bbrush@r...
Date: Tue, 7 Sep 1999 12:49:53 -0500
Subject: RE: Integrating Snipers into DirtSide II

Ok, maybe I'm dense or maybe I just don't get it, but DSII is primarily
an armor
game, and what little I've read about tanks and snipers indicated that
snipers
just do NOT like tanks, and generally won't stay set up in the same area
where
there are armor units.

The primary example I have of this is "Tank Sergeant" written by Ralph
Zumbro.
He served in an armor unit in Vietnam, and in his experience the VC
snipers
would leave the area almost as soon as a tank would show up.  The reason
for
this was that if there was any sniper activity, the tanks would lay a
couple of
90mm rounds into the area where the sniper was set up, or if the sniper
could be
accurately located, they would take out the tree, and the sniper all in
one
operation.

Now this is JMO, and I certainly don't have any direct experience with
tank
operations, snipers, or combat, but I would limit snipers to affecting
infantry,
and make them take a reaction test whenever they were targeted by a
tank.

Brushman

"Bell, Brian K" <Brian_Bell@dscc.dla.mil> on 09/07/99 12:16:17 PM

Please respond to gzg-l@CSUA.Berkeley.EDU
							      
							      
							      
  To:	       "'gzg-l@CSUA.Berkeley.EDU'"		      
	       <gzg-l@CSUA.Berkeley.EDU>		      
							      
  cc:	       (bcc: Bill Brush/InfSys/Revenue) 	      
							      
							      
							      
  Subject      RE: Integrating Snipers into DirtSide II       
  :							      


> -----Original Message-----
> From:   Phillip Pournelle [SMTP:emisle@earthlink.net]
> Sent:   Monday, September 06, 1999 9:44 PM
> To:	  Ground Zero Games Mail Newsgroup
> Subject:     Integrating Snipers into DirtSide II
>
> Hello,
>     With all the previous discussions regarding Snipers, I was
thinking
> about how to integrate Snipers into DirtSide II.  After taking a look
at
> my ideas regarding conversion factors between FMA and DSII, you might
be
> interested in how to use snipers in DirtSide II.
>
[snip good stuff]

>     Snipers can only be engaged in close combat.  Attacking squads
roll
> their QD as if initiating close combat normally.  If the attacking
squads
> succeed, roll their QD versus the Sniper's QD.  Shift up the Sniper's
QD
> by one if in Soft Terrain and twice in Hard Terrain.
>     If the Sniper rolls greater than the attacker, he got away.  Move
the
> sniper 4 inches away from the CC position in any direction desired by
the
> Sniper's owner.  Snipers move 3 inches per turn.  Snipers cannot
engage in
> close combat or ranged fire as regular troops do.
>
[snip more good stuff]
----- End Original -----

I would add 2 provisions:

1) Snipers may be attacked by other snipes. Quality of Attacking Sniper
vs.
Quality of Target Sniper -1 shift. If Attacker's roll exceeds the
target's
roll the target sniper must move 4 inches away into cover (if available)
and
is suppressed. Attacker's roll exceeds the target's roll by 2x, the
target
sniper is dead. Target's roll exceeds attacker's roll, the target is
suppressed. Target's roll exceeds attacker's roll by 2x, no effect.

2) Any unit may fire on a sniper's position to suppress the sniper.
Quality
of Unit vs. Quality of Sniper. If the Unit's roll exceeds the quality of
the
sniper, the sniper is suppressed. Otherwise, no effect.

In both cases, adjust rolls for cover.

---
Brian Bell
bkb@beol.net
http://members.xoom.com/rlyehable/ds2/
---

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