Re: SG2 vehicles vs infantry
From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Fri, 10 Nov 2000 06:58:58 +0100
Subject: Re: SG2 vehicles vs infantry
----------
> Från: agoodall@canada.com
> Till: gzg-l@CSUA.Berkeley.EDU
> Ämne: Re: SG2 vehicles vs infantry
> Datum: den 9 november 2000 23:03
>
> On Thu, 09 November 2000, "Oerjan Ohlson" wrote:
>
>>But in SGII we're talking about hit rates (minor+major) of 90% and
>>better at 120m and 80+% at 240m (except for Green and Untrained
>>which are 5-10% lower than the others, and of course unless I've
>>misinterpreted the rules again - if IAVRs use Heavy Weapon range
>>bands instead of Support ones it'd be 90+% out to 600m and 80+% to
>>1200... makes GMSs look kind of redundant :-/).
>
>Yep, you've misinterpreted them again. *S*
Not unusual <g>
>GMS/P are fired like all other GMS systems, and so they don't have
>range bands.
That much I know <g> Unfortunately an IAVR in the closest range band
has the same hit probability as a GMS with Enhanced guidance firing at
a target with no ECM, and super-heavy vehicles are rather likely to
have the best ECM they can get. (The difference between Superior and
Enhanced GMS guidance vs. no ECM is almost nil, BTW.) Had the IAVRs
used HW range bands - which, thank heavens, they don't! - then most
SGII gaming tables would be too small to make GMSs worthwhile compared
to IAVRs :-/
>IAVRs are fired like support weapons. They have range bands equal >to
the quality die of the squad.
Makes a lot more sense. Means that Regulars ony have a 80+% hit rate
within 160 meters, not 240... realistic against a stationary target of
course, but very impressive against a moving one <g>
Later,
Oerjan Ohlson
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry