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Re: [GZG] Stargrunt II rules questions

From: "Allan Goodall" <agoodall@h...>
Date: Fri, 7 Apr 2006 16:38:14 -0500
Subject: Re: [GZG] Stargrunt II rules questions

On 4/7/06,
<> wrote:

> Date: Fri, 07 Apr 2006 18:39:42 +0200
> From: Oerjan Ariander <>

> A fire-and-forget ATGM is just as much "guided" as a
> gunner-controlled one is; it's just that the sensors guiding the FoF
> missile are mounted in the missile itself rather than in the launcher.

Okay, what about IAVRs? Should they get the shift up?

> >What do people think? I'm leaning toward the revised version myself,
> >but the way Oerjan put it might be more realistic.
> Within the restrictions posed by adhering to the standard SG2 to-hit
> mechanic, anyway.

Is that a vote for the revised rules that I mentioned, or did you
prefer it they way you described it?

> One feature you might want to model is that many missiles today have
> *minimum* ranges of between 50 and 150-200 meters;

Another thing to add to the list!

> (I can't see any pressing *tactical* reasons
> for using variable-range smoke launchers - in most situations where
> want to use the smoke launchers you don't have much time to consider
> range you want the screen at, and if the enemy you want to hide from
> within 50 meters of you when you launch you're probably smoked anyway
- but
> that's another issue entirely.)

There may be tactical reasons for keeping it closer, but I can't think
of any off hand either. As for not having time to think about it, it's
possible that an AI (or just really well designed tactical program)
slaved to a vehicle's sensors could make the decision for the tank
crews in the future. We are assuming about 200 years in the future,
after all.

> Set or variable range wasn't my point though; I was just commenting on
> "60 meters away seems awfully distant" bit. The purpose of these smoke
> screens is not only to hide the vehicle from enemy view, but also to
> it to *manoeuvre* without being seen by the enemy. To accomplish that
> screen needs to deploy far enough away from the vehicle that it won't
> engulf the vehicle (since that would slow the vehicle down, which is
> what you want when you're trying to escape), and it also has to be
> enough that the vehicle can move a bit parallell to the screen (eg. to
> dodge incoming missiles) without immediately moving out from behind
> screen again.

There's also the "goal keeper" idea. When defending a goal, moving out
of the goal toward the attacker cuts down on the attacker's angle on
the net. In other words, the goal keeper fills a greater percentage of
the attacker's "cone" of attack. The same would be true of a smoke
screen. The closer the smoke screen is to the attacker, the more
degrees of arc the smoke screen obscures, from the attacker's point of

More stuff to add to my vehicle rules...

Allan Goodall

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