Crew Served Weapons and IWAR

2 posts ยท Nov 29 1999 to Nov 29 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Sun, 28 Nov 1999 22:56:34 -0500

Subject: Crew Served Weapons and IWAR

1) Owen, I think the 2 man Jaeger team is a HAMR team, not MG. And I think the
OU team was meant as an AAGM rather than an ATGM, though I too
plan to use it for GMS/L. If I can ever get it all put together...like
my whalers, a project for a day when I feel like fiddling with wee
bits.....

As for crew served weapons: Within the context of SG2 (2-5 minute
turns), is there really a penalty for not having a loader for a GMS/P or
for an HMG? On the one had, if you charge the player an action to load, that's
great. It makes the loader valuable. But maybe too much so. So far, I've only
said the loader exists to hump the weapon (HMG team) or
hump ammo (GMS/P and RR teams and HMG of course). Losing your loader is
equivalent to losing shots. Now, in a game like FMA Skirmish where the loaders
activity is clear and of obvious benefit, you really miss him!

2) IWAR: Re what Los said. Buddy, I doubt that IWar 2 will be out before
GZGECCII since that was *last* february. The one you went to last year was
GZGECC II. I was at GZGECC I and I did not see you there.... (heh!). This one
is GZG ECC III or GZG ECC 00 depending on how they are numbering them.:)

From: Owen Glover <oglover@b...>

Date: Tue, 30 Nov 1999 07:26:34 +1000

Subject: RE: Crew Served Weapons and IWAR

Crew Served Weapons. Personally I think the additional crew are used for a
whole range of tasks not just feeding ammo. The Stargrunt "5 minute" turn
encompasses a lot of activity. So we have teh weapon laying on target, comms
to update target co-ords, fire control orders, reseating mounts after
vibration, clearing stoppages (ALL infantry weapons have stoppages even under
normal useage). In a three man team you can maintain good sustained rates of
fire. In a two man team you may have to work at rapid fire rates to keep a
sustained rate down range. With one man it can get REALLY hard just keeping up
the sustained rate.

Remembering too, that the roll of the dice in SG isn't a single burst from
your 20mm but the continuous firing for a few minutes.

Someone has recommended having a look at Close Combat3 teh Russiona
Front...anyone played it?

Owen G

> -----Original Message-----

> As for crew served weapons: Within the context of SG2 (2-5 minute