Re: FIRE TEAMS IN SG II -> we ended up without using them...
From: Tony Francis <tony.francis@k...>
Date: Thu, 28 Feb 2002 08:56:03 +0000
Subject: Re: FIRE TEAMS IN SG II -> we ended up without using them...
Claus Paludan wrote:
>
> Tony Francis writes:
>
> >> 2) Artillery (primarily mortars) will have to be defined by nations
as well.
> >
> > I would have thought that there's little practical difference
between a
> > German 8cm, British 3", US 81mm or Russian 82mm mortar in terms of
game
> > effect - except in range, which will always be long enough to cover
the
> > whole table anyway. Burst area and impact would be the same.
> >
>
> Agreed - what I meant was that the amount of available mortars would
be
> nation specific (and scenario of course).
I'm with you now. If I could find my various WW2 army lists, handbooks
and ToEs I'd help - unfortunately they're all still boxed up somewhere
in my loft (18 months after we moved house ...). Still, this could be a
good excuse to go up there this weekend and drag them all out.
> >> 3) Radio communication will also be defined both by nation and
difficulty
> >> (it was a bit too easy to call down the mortar fire)
> >
> > The Russians shouldn't have been able to call mortar fire at all. If
> > available, I would think it would have to be pre-planned.
> >
>
> Well for this scenario they had it because we needed to test the rules
-
> wether or not they should have it historicly we still have to work on.
We
> have some historicans in our gaming club that has great knowledge of
the
> russian army so I think I'll check with them.
The main stumbling block would be the complete lack of radios - the
Russians just wouldn't have them at platoon level.
> Artillery greater than mortars would have to be pre-planned AND
> pre-bombarded. It wouldn't fit into the game to have a a battery of
150mm
> slamming on to the table...
Very true ...
Tony
-----------------------------
Tony Francis
Senior Software Engineer
Kuju Entertainment