Here is a couple of curly ones that caused massive conflict, which I want to
clear up before I run a demo at SAGA 97 (in Australia)
1. What is the effect when a Firer System Hit chit is drawn during an
artillery barrage?
A: The barrage is a complete failure B: The target vehical is immune from
dammage?
2. Can missiles fire opatunity fire?
3. In Stargrunt II, grav vehicals act as v-tols, yet do not in DSII.
What is correct (eg, in SGII, Grav can fly OVER Trees!)
Thanks
> dadams wrote:
I'd go (C), the barrage does not affect that target and no more targets in the
AoE are drawn for; the arty unit's systems are out, subject to the standard
Firer Systems Out chit effects.
> 2. Can missiles fire opatunity fire?
Doesn't make any sense; missiles simply move last, no matter what, and attack
resolve if within range at the end of that movement.
> 3. In Stargrunt II, grav vehicals act as v-tols, yet do not in DSII.
Both; keep in mind the difference in scales involved between the two games.
In SG, trees large enough to be an impediment to infantry get marked, and so
it doesn't take much of a copse to show up on the board. Gravs have no problem
popping over trees at that scale. At DS scales, we're talking large enough
collections of trees to impede armour, which is a much larger stand.
That said, I generally treat gravs as NoE fliers (capable of
pop-and-drop over ridges, etc) in DS /anyway/, since I am aiming at
modeling Renegade Legion's gravs.
> At 01:55 PM 5/15/97 -0400, you wrote:
How about (D), resolve barrage as normal and THEN Firer System's out? I think
the rounds have already left the tubes by the time the rounds land so any
results won;t affect THIS attack.
> 3. In Stargrunt II, grav vehicals act as v-tols, yet do not in DSII.
Scale has nothing to do with it. A tree is so high and either the GRAV tanks
can pop above it or they can't. The rules say they can't (in DS2) but I like
to play where they can (as you do).
> Paul Calvi wrote:
I
> think the rounds have already left the tubes by the time the rounds
Considering that direct fire weaponry resolves the hit as never having landed,
my model seems to fit what was implied. Also, you'll note that I said further
shells don't get resolved; there very well may be preevious targets that
suffered damage from this barage. The shells already left the tube, the Firer
Systems Down turning up seems to imply to me that some problems occured during
the firing.
> You're an annoying bunch...but you're cute. wrote:
before it
> impacts. Having the launching system go 'phut' during the damage
[...]
> I suppose you could say the missile in question turns out to be a dud
I'd say the missile launched missile duds out /and/ the launching
vehicle gets some standard FSD problems. This does help to counteract the
missile effectiveness problem (which is, in short, that missiles are more
powerful than their costs imply).
> How about (D), resolve barrage as normal and THEN Firer System's out?
I
> think the rounds have already left the tubes by the time the rounds
I can live with the fact that if you draw a 'Firer Systems Down' chit during
damage allocation from artillery means your artillery barrage didn't do
nuthin' but go 'phut' at that point (if you get this chit
in a multiple-target barrage, from that point out I'd say nothing else
hit and the artillery gun/cannon/rack/what-have-you goes 'phut').
Now to a question I saw someone ask long ago (last year sometime I
*think*)
but never saw a good answer to: how do you resolve GMS/*'s? The
missile(s)
in question has to go through a few checks (eg, ECM and anti-air) before
it impacts. Having the launching system go 'phut' during the damage allocation
phase (assuming the missile hit) seems to be a bit of backtracking.
And like I said, I never saw an 'official' answer to this, so what we decided
to do was allow the missile to continue through it's attack as normal and then
having the launching platform no longer be able to launch missiles from that
launcher. This prolly isn't the way it's supposed to or meant to be done,
but...
I suppose you could say the missile in question turns out to be a dud and
'just impacted on the surface' of the target, doing no damage. But that still
allows the firing platform to launch another volley next turn.
*shrug* Well, if anyone has any insights, I'm all ears (or eyes, as the case
may be in this medium)
Mk
> At 04:43 PM 5/15/97 -0400, you wrote:
Yep, could be that to!
> dadams wrote:
Ayup, it /is/ savage. Of course, arty is one of the most powerful
forces on the DS mapboard, so it does balance out a bit. Considering
that the real net result is to make arty unavailable /from one element/
for a few turns, it could be worse. If you only have one arty element
supporting your forces, you deserve what you get.
> It happened to me twice!!!! On the first target!!!!
Just means one element bit it for a while, unless you're /really/ savage
and you make it two elements from the arty unit.
> The way I see missiles is that they travel *extramly fast* and have
Essentially, yes. Of course, being a RenLeg fan, I /did/ have rules for
`slow missiles' of the grav-seeking variety that maneuver like actual
vehicles, just extremely quickly.
> > 1. What is the effect when a Firer System Hit chit is drawn during
The way we played was as follows:
In a unit of say, 3 tanks each fires individually. Each applies its damage
individually and thus each will go systems down if they are all unlucky enough
to draw the chit on firing. It is more likely that only one will lose is
systems though.
Artillery all fire as one, but still they are seperate units with seperate
firing systems. It came up and we deemed the fair thing to do was to lose ONE
of the firing elements and thus discount its firepower from then on.
It
then makes the Firer-Systems Down result less drastic on the Artillery.
> Alexander Williams wrote:
This is savage! Given that atillery is a multi unit thing, as well as multi
shot (art damaga values also represent *speed* of firing), it makes that 1
chit the most feared in the whole pile!
It happened to me twice!!!! On the first target!!!!
> > 2. Can missiles fire opatunity fire?
The way I see missiles is that they travel *extramly fast* and have extramly
sofisticated guidence, that is they see a target, they fire and let the
guidence do the work (a bit like fire and forget missiles on fighters)
So a target is spotted moving, missiles fire, and then can be resolved last as
you say.
Maybe if Jon can give an augery to us about this :-)