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Re: Proto SG2 campaign system

From: Ludo Toen <Ludo.Toen@p...>
Date: Wed, 27 Dec 2000 21:29:12 +0100
Subject: Re: Proto SG2 campaign system



Andrew Martin wrote:

> >From Tom Clancy's Marine:
> M224 60mm mortar 3.5Km.
> M252 81mm mortar 5.6Km
> M198 155mm towed howitzer 22.4Km Rocket assisted projectiles: 30Km
> Mk45 5" 127mm Naval Gun 23.6Km
> 16" 406mm Naval Gun 40Km
>

I'm not going to comment on the guns, but I think Tom Clancy is a bit
optimistic on the mortars. Looking in the ASL ordnance section the US
60mm
would have about 1800m and the 81mm, 3000m ranges. Even though this
covers WW2
items, mortars haven't changed a lot if anything. The mortar rounds our
army
uses are exactly the same as those I've been digging up over the last
couple of
years, up to the M*** numbers. With the exception of a French RA round,
I don't
know of any radical improvements.
Maybe Oerjan can tell us more.

Ludo
From - Wed Jan 03 11:05:15 2001
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To: gzg-l@csua.berkeley.edu
From: agoodall@canada.com
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Subject: Re: [SG2] EW Unit
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On Wed, 27 December 2000, FAIVRE Renaud TPC-SRD wrote:

> What is the interest of switch off and EW unit ?
> (If it's already active, it get 3 EW markers by round)

We had a discussion about this earlier in the year. The rules don't
actually gi
ve a reason for turning off the EW. The way it is written, it seems to
be on al
l the time.

After our discussion here on the list, this is what we came up with:

- You switch on the EW set with an action. This gives you 3 EW counters.
- It does not cost an action to use the EW counters.
- The next time the EW unit is activated, the EW counters are removed
and the E
W is turned off. To turn it on again requires that the EW unit spends an
action
.

We were still debating whether or not a unit that is suppressed could
turn on E
W. Some said you could, some said you couldn't. 

Note, this isn't exactly what was written in the book, but a sort of
house rule
 we all came up with.

Allan Goodall - agoodall@canada.com
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Can a FT only Fleet be viable?
Date: Wed, 27 Dec 2000 22:01:15 +0100
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John Leary asked:

> > Um... well. Yes and no. (Sorry, Jon - I hadn't
> > looked closely at this
> > before, otherwise I would've told you years ago!)
> > 
> 
> Did you consider the fact that the FB1/2 beams 
> do more damage that the FT/MT beams.
> I.E. rerolls.

Yes.

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
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Proto SG2 campaign system 
Date: Wed, 27 Dec 2000 22:07:52 +0100
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----------
> Från: Andy Cowell <andy@cowell.org>
> Till: gzg-l@csua.berkeley.edu
> Ämne: Re: Proto SG2 campaign system 
> Datum:  den 27 december 2000 19:34
> 
> In message <200012271533.QAA19703@d1o901.telia.com>, "Oerjan Ohlson"
writes:
> > Andy Cowell wrote:
> > 
> > >I can't find my DS2 rules.  What's the approximate range for
> > >Rocket Assisted Mortars?
> > 
> > All DS2 artillery has "effectively unlimited" range - any point on
the
> > table, no matter if they're deployed on- or off-table themselves.
> 
> I understand that, but I was really wondering if they gave anything
> more specific-- so I would know whether or not, in my SG2 game, I
> would be within range to call for fire support.  We know they can
> cover the entire DS2 board, but what's the groundscale?  Just looking
> for hard, numeric ranges.

The DS2 groundscale is 1" = 100 meters, ie. 10x the SGII groundscale.

>What sort of ranges would company level artillery typically have in
>terms of today's equipment?

A couple miles or so, depending on exactly which mortar and what ammo
you're talking about - but most of these aren't rocket-assisted.
Today's 120mm RAM mortars can fire 10+ km, but they're not easily
man-portable. What ranges they'll have in another two centuries is
anyone's guess, but it's safe to say that they'll be longer than today
:-/

Regards,

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
From - Wed Jan 03 11:05:17 2001
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On Wed, 27 December 2000, "Oerjan Ohlson" wrote:

> All DS2 artillery has "effectively unlimited" range - any point on the
> table, no matter if they're deployed on- or off-table themselves.

But in SG2, mortars have a minimum range. I believe it's 24" but I don't
have t
he rulebook with me. 

Allan Goodall - agoodall@canada.com
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From: "Eli Arndt" <emu2020@wattosjunkyard.com>
To: gzg-l@csua.berkeley.edu
Subject: Army Ideas (DS)
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Hello all,

I was lookign at some of the new Shard miniatures for the VOR game and
was 
thinking that some of their crawlie walker thingies would make great
backbone 
units for a new alien race in Dirtside.  They have a wonderful alien
appearance
 
that is not biological, nor too technical as they are crystaline in
structure. 
 
Find some suitable infantry and you are set.

To take a look check out the listings at New Wave Entertainment:

http://www.newwavegames.com/minis/fasa/vor/shard.html

Lots of illustrations.

Later all,

Eli

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