Dirtside Engineering Rules [Part 1]

2 posts ยท Apr 28 1998 to Apr 28 1998

From: John Atkinson <johnmatkinson@y...>

Date: Tue, 28 Apr 1998 12:00:22 -0500 (CDT)

Subject: Re: Dirtside Engineering Rules [Part 1]

> You wrote:

OK. . .

Note--I'm using a couple of err. . . liberated. . . manuals, my
training, and historical knowledge here. It's all based on my personal
assumptions of how the universe is going to be in 300 years. Also assumes grav
vehicles can 'hop' over obstacles 3 meters tall. If you don't like that
assumption, treat them as tracked vehicles in the rules to follow. Or treat
obstacles as difficult terrain. Whatever makes you happy.

Breach: Breach in these rules is simulated by the breaching element remaining
stationary adjacent to the obstacle for an entire activation, neither moving
nor firing. Breaching may active opportunity fire, and if this fire damages or
destroys the breaching element the breach is not sucessful. A unit may
activate certain elements to fire, then activate others to breach, but must
indicate which are breaching and which are firing before any actions are
taken. So an engineer platoon may fire 5 elements and use the sixth to breach
wire, but if that element is destroyed the breach is a failure. But if they
fire 3 elements and commit three to breaching, all three must be destroyed to
prevent the breach.  Non-engineer elements attempting a breach must
make a confidence check at threat level +1, +2 if under fire.  Yes, I
mean confidence, not reaction. Gives you folks a reason to keep your engineers
alive until they hit that last set of obstacles.

Section 1: Obstacles other than Mines and Wire Note that these are
highly scenario-dependant, and as such do not have a listed point cost.
They may only be used by a player who has the area fully under his control
(except expedient items, discussed below). Suggestion would be
for an umpire to review the obstacle plan.  A 3-1 advantage is
reccomended for assaulting a dug-in force.

Bridge Demolitions: Before any game, a player may rig a bridge to explode. He
may detonate it at any point as the activation of a single Engineer element.
If neither the element or the bridge are under fire, then the bridge drops
according to plan. If the engineer element is under fire, or the bridge has
been fired on by artillery, whether effective or harassing, then roll a dice
as per unit quality (d6 for green, d8 regular, d10 Veteran) for sucessful
demolition. On a four or more, the bridge has been sucessfully and completely
demolished. If not, the umpire (or demolishing player, preferable that neither
side knows) rolls a 1d4. This indicates the largest weight class of vehicle
that the bridge can now support.[1] Also roll a d6 on following chart:

    1-no effect
    2-bridge will collapse after 2d6 vehicles have passed over it
    3-bridge will collapse after 3d6 vehicles have passed over it
    4-bridge will collapse in 2d12 hours
    5-bridge will collapse in d6 days
    6-bridge will collapse in 2d4 days

[1]This is assuming a major highway bridge which can support size-class
6 vehicles to begin with. For smaller bridges, roll a d4 and subtract from
current max allowable weight class, 0 or less indicates it can only support
infantry and cavalry.

Non-nuclear craters (I'll deal with ADM in a later post!) are assumed
to be the width of the road they are placed on, or the size of a normal marker
chit if placed anywhere else (though God alone knows why you'd do that. Too
easy to bypass). These are impassable to all except grav
vehicles, who can fly over them.  Difficult terrain to infantry--and
I'm being generous here. May be bridged by AVLBs (Armored Vehicle Launched
Bridges).

Anti Tank Ditches come in expedient and deliberate. All are impassable to
wheeled, GEV, or tracked vehicles. Difficult for infantry.
Expedient ditches may be breached by size-3+ tracked vehicles.
Deliberate ditches in hard, clayey soil may not be breached. All ditches may
be bridged by AVLBs.

From: John Atkinson <johnmatkinson@y...>

Date: Tue, 28 Apr 1998 13:24:08 -0500 (CDT)

Subject: Re: Dirtside Engineering Rules [Part 1]

> You wrote:

> Breach: Breach in these rules is simulated by the breaching element

NB: Units breaching are considered in the open, no secondary die may be
claimed.