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Re: [GZG] Artillery considerations

From: "John Lerchey" <lerchey@a...>
Date: Wed, 9 Jul 2008 23:15:08 -0400 (EDT)
Subject: Re: [GZG] Artillery considerations

For WWII, yeah, I'll buy that.	But for DS/SG:AC, I'd have to think that
counter battery sensors and such, once you determine the area from which
the shells originate, sending a seek and destroy unit would not be out
of the question.  Grav skimmers, jet bikes, UAVs, etc., could get there
quickly and would have a much better chance to find the target than WWII
recon units would.

J

> At 3:31 PM -0400 7/9/08, John Lerchey wrote:
>> Dave,
>> 
>> Yeah, I fully agree.  It would make for some neat side-bar kinds of
>> actions during a normally restricted game.  We do it with air assets
as
>> well - call in a ground attack strike, move the fliers in, hit
things,
>> and go away.  No reason not to allow an air cav unit or whatever to
>> hold off in the wings, or fly out to hit enemy artillery, or
whatever.
>> Opens up some neat possibilities.
> 
> I would suggest that you put the action in an abstracted form where
the
> scout element searches for it on graph paper or something.
> 
> From my readings on scouting and recce assets of wwii, you rarely went
> out looking for a specific unit, sometimes you'd come across one at a
> particular feature, but when something like an artillery unit was
found
> it was usually by chance. -- -- 
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John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

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