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Re: [GZG] Artillery considerations

From: "John Lerchey" <lerchey@a...>
Date: Wed, 9 Jul 2008 13:24:42 -0400 (EDT)
Subject: Re: [GZG] Artillery considerations

Well, such units might be less viable/necessary for SG:AC, but I do want
them for DS. So please feel free to not bother in 15mm and make them in
6mm.  <duck>

:)

J

>> I tend to put the artillery unit on a side table, or behind the 
>> baseline.  I also put out ammo tenders, AA/ADS, CBS, command, and any
>> other assets in the unit.  In the event that there a counter battery
>> mission, I want to be able to actually move the minis if they're
gonna
>> scoot.
>> 
>> Besides, it's a miniatures game.  I want miniatures. :)
> 
> 
> Excellent! As producers of miniatures, that's what I like to hear! 
;-)
> 
> On a serious note, all the responses to this question do give me some 
> guidance as to whether it is commercially worth us making actual minis
of
> heavy artillery, SLAM vehicles and such which are never likely to
appear
> on the Main Table in a typical game.
> 
> Jon (GZG)
> 
>> 
>> That all said, I play in 6mm and do DS, not SG.
>> 
>> J
>> 
>>> Just a quick question to all, related to this subject:
>>> 
>>> When you use off-table artillery (in any game system or period), do
>>> you represent it by actual minis kept behind the baseline, or does
it
>>> just exist on paper? With my commercial hat on, obviously I'd rather
>>> that folks used models for it, so we can sell the arty pieces and
stay
>>> in business... ;-) This is, I guess, the major reason why FoW (for
>>> example) uses it's odd logarithmic ground scale compression and
>>> insists on all artillery being on the table - so folks have to buy
and
>>> deploy the models for it. Certainly for both aesthetics AND our
sales,
>>> there is a good case for saying that off-table assets should be
>>> modelled on a little "sub-table" diorama behind the player's
baseline.
>>> Doing this also means that things like counter-battery and
airstrikes
>>> against enemy artillery can actually be gamed out using the normal
>>> rules rather than abstracted, if you so wish.
>>> 
>>> Jon (GZG)
>>> 
>>> 
>>> 
>>>> I've seen one of Ryan's CB fire missions before, they're brutal. :)
>>>> 
>>>> 
>>>> However, much of this will depend on the type of battle you're
>>>> having. On a sparsely inhabited planet, you're probably not going
to
>>>> have a huge army on the ground; the force represented by the DS
army
>>>> could well be the entire thing. In that situation I might not have
>>>> the luxury of deploying my artillery far behind my lines, because
>>>> I'd want my main force to be able to cover them and the small force
>>>> would be easy to out maneuver. So there would be a valid rationale
>>>> for having the artillery deployed on-table.
>>>> 
>>>> 
>>>> Robert Mayberry
>>>> 
>>>> 
>>>> On Tue, Jul 8, 2008 at 7:41 PM, Ryan Gill <rmgill@mindspring.com> 
>>>> wrote:
>>>>> On Jul 8, 2008, at 7:02 PM, Ground Zero Games wrote:
>>>>>> The simplest way is probably to say that off-table assets have
>>>>>> to penetrate off-table defences (area defence and counterbattery
>>>>>>	systems), but on-table support has to be dealt with (or not)
>>>>>> by on-table defences (close-in point defence).
>>>>>> 
>>>>> 
>>>>> Except that flies in the face of the doctrine of putting your
>>>>> counter battery forwards and your main support fires to the rear.
>>>>> That way the rear guns are further away from MOST of your enemy's
>>>>> counter battery guns and your counter battery guns have more
>>>>> chances to be in range of the enemy counter battery guns.
>>>>> Personally, I think a size class should denote range, but
>>>>> generally for simplicity, I'd consider
>>>>> 
>>>>> 
>>>>> 1. man portable mortars to be tabletop only 2 towed and or SP
>>>>> tube artillery to be table top plus off table 3 off table to be
>>>>> Table/off Table for range. PLUS Depending on desires, MULTIPLE
>>>>> artillery units could be called on for a given mission if spotted
>>>>> by an artillery observer element. This would parallel something
>>>>> that at least the British could do in WWII. Basically organize a
>>>>> stonk or fire mission using a battery, A regiment, an AGRA, a
>>>>> whole Corps, or every tube that's in range. Getting the upper
>>>>> orders called down on you was what kept a LOT of germans from
>>>>> shooting at the British Observer aircraft. (You REALLY didn't want
>>>>> to piss him off). Essentially, you activate as many units as you
>>>>> want and place those counters on the target as you want. They're
>>>>> all activated and do what they're going to do (shoot and scoot or
>>>>> fire and sit pat). Resolve multiple battery's barrage all at the
>>>>> same time as you would one. This allows you to more precisely 
>>>>> control the difference between a harassment mission, a
>>>>> neutralization mission or one in which you want it DEAD (a
>>>>> material mission).
>>>>> 
>>>>> _______________________________________________ Gzg-l mailing
>>>>> list Gzg-l@vermouth.csua.berkeley.edu 
>>>>> http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/g
>>>>> zg-l
>>>>> 
>>>>> 
>>>> 
>>>> _______________________________________________ Gzg-l mailing list 
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>>>> -l
>>> 
>>> 
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>>> 
>>> 
>>> 
>> 
>> 
>> John K. Lerchey Assistant Director for Incident Response Information
>> Security Office Carnegie Mellon University
>> 
>> 
>> _______________________________________________ Gzg-l mailing list 
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> 
> 
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> 

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

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