Prev: Re: RE: [DS2] Technoid Walkers Next: GZG lists - how many/addresses/digests supported/etc

RE: [DS] Heavy Weapon Teams [SG] Laser weapons

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Fri, 6 Apr 2001 11:54:48 -0400
Subject: RE: [DS] Heavy Weapon Teams [SG] Laser weapons

> -----Original Message-----
> From: John Atkinson [SMTP:johnmatkinson@yahoo.com]
> Sent: Friday, April 06, 2001 11:28 AM
> To:	gzg-l@csua.berkeley.edu
> Subject:	RE: [DS] Heavy Weapon Teams [SG] Laser weapons
> 
> 
> --- "Bell, Brian K (Contractor)" 
> 
> > Valid heavy weapons for IHWTs are:
> > HEL/1, RFAC/1, MDC/1, DFFG/1, and GSM/L 
> 
> I'm with the other poster on this--MDCs and HELs have
> hellacious energy requirements.   I don't see that
> happening.
>  
> > [Bri] This is more tricky than it would first
> > appear. The artillery itslef > takes 6 capacity
> points, more than the men do (but > this includes 1
> counter > of ammo). 
> 
> No, it includes 3 rounds of ammo.
> 
[Bri] You are right.

> Also, 1 round of artillery fire takes 4 > capacity
> points, the same > amount as an infantry team itself!
> So if you take > the 4 cp for ammo from the
> > 6cp for the mortar, you get the mortar itself at 2
> > cp. Each team can carry a > maximum of 2 cp (GMS/L
> is 2 cp and is the biggest > thing infantry can carry
> > under standard rules). So... 1 Team to carry the
> > Mortar (no shells) and 2 > Teams per Mortar Ammo 
> That's definitely not realistic--the light 60mm and
> 82mm mortars may not have a large amount of ammo being
> manpacked in, but they don't need a trail of bearers
> that big.  For some units, the idea is to have every
> man carry 2 rounds and drop them off at a designated
> point before the attack.
> 
> John M. Atkinson
-----End Original Message-----

OK. So if you go with Team of 4-8 (squads of 8-16), that is still only 8
or
16 rounds per team. Now we have to determine how many rounds equates to
a 15
minute EFFECTIVE barrage from one light artillery team covering an 200
meter
radius area. And the number of rounds that would be used in harassing
fire
over a 15 minute turn covering the same area (these don't count against
the
ammo counter, but if we are breaking it down to what an individual
soldier
can carry, then it matters).  I would suggest that an ammo counter
should
equal about 1 turn (15 minutes) worth of EFFECTIVE fire and 2 turns (30
minutes) of Harassing fire. Not having served, how many rounds is this?

As you described, the ammo would be deposited in a selected spot. If the
artillery team had to move, they would be unable (without help) of
moving
the ammo with them (so would loose the mortar ability or require the
other
teams to help port the ammo).

---
Brian Bell
bkb@beol.net
http://www.ftsr.org/


Prev: Re: RE: [DS2] Technoid Walkers Next: GZG lists - how many/addresses/digests supported/etc