Re: [SGII] Fire of AT Missiles at disperesed tagets
From: Allan Goodall <agoodall@a...>
Date: Wed, 26 Jan 2005 08:59:52 -0600
Subject: Re: [SGII] Fire of AT Missiles at disperesed tagets
The GZG Digest wrote:
> Date: Tue, 25 Jan 2005 08:46:07 +0100 From: John Atkinson
> You forget, because Stargrunt scenarios are short due to time limits
> of the players, but if you run out of those grenades before the
> firefight is over, you aren't getting any more until there is a break
> in the fighting.
This is a perennial problem with wargames. Most players have a
idea of what they will expect in any given scenario. They tend to use
certain weapons inappropriately just because they have them. They often
cite "but it was used in this way back in...", etc. to justify it. A
good example is that video of the Israeli tank taking out the single
shooter. It was a judgment call on the part of the tank crew that they
would be better off using a tank cannon round to take out that one
shooter. The chance that the tank would need that round for anti-tank
combat was low. Wargamers will use that precedent to shoot tanks at
anything that moves, even if the combat environment would suggest that
it's a waste of ammunition.
It's a difficult issue to overcome.
> From: Adrian Johnson <firstname.lastname@example.org>
> They can target the *squad* of PA, and if so, fire as above (guidance
> vs. ecm, d8 impact, no chance of major/minor hits) OR they can try to
> target an individual PA suit, in which case it is still guidance vs.
> ecm, but the impact can be major/minor depending on results, using
> the full impact die of the weapon (d12 for GMS/P for example). In
> this case, however, the shot can ONLY damage a single suit of PA.
That's essentially what I do, though I'll have to search through my
notes to figure out exactly how I handle GMS/P versus a full squad.
Allan Goodall http://www.hyperbear.com