Dirtside II Artillery, etc.

2 posts ยท Jul 19 1996 to Jul 19 1996

From: resmith@c... (Rob Smith)

Date: Fri, 19 Jul 1996 15:48:57 -0400

Subject: Dirtside II Artillery, etc.

> On Thu, 18 Jul 96 14:35:30 CDT jjm@zycor.lgc.com (johnjmedway) writes:

The main issue here, I think, is what do the rules say. We are just learning
the rules and we want to play them as written until we better understand how
all the different aspects interact. After that, we will likely begin to alter
things to fit our perceptions of modern and future combat.

AS THE RULES STAND artillery cannot direct fire, nor can the commander of an
artillery unit call in his own assets. As John noted, the act of calling the
artillery uses its activation and thus it cannot fire. In other words, the
effect is the opposite of what you noted; integral artillery cannot support
its own units, because there is no direct fire provision and activation of the
obsrever activates the tubes as well (which can't land until their next
activation).

Some other questions by another member of our group follow:

> From Tom Primrose:
1. RAM artillery. The rules say they can be mounted on a vehicle,
towed or man-packed.  If towed or mounted I assume the artillery is
with the vehicle but where is the ammo stored for man-packed?  Are the
ammo chits just placed next to the stand?  If the man-packed mortar
moves how does the ammo move? I assume the mortar is broken down for moving
and if so, should it take one action to dismantle the weapon and one action to
assemble it? That is how towed artillery is handled.

2. Are area defense or point defense systems allowed on VTOLs or other
aircraft?  I can accept that a PDS can be allowed - it can be flares or
chaff - but am unsure about ADS.

3. The rules state every vehicle has smoke dischargers. I assume that
riverine, vtols and aerospace vehicles would not (any others?). Also, the
smoke is placed in front of the vehicle but why can't it be placed on whatever
side the player wants, especially if the vehicle has a full traverse turret?

4.  If a GMS/L infantry stand draws a "systems down - firer" chit,
should the missle not be able to fire until the problem is resolved?

5. HEL, DFFG, and any type of artillery fire automatically sets fire to woods
or buildings, does the fire spread in subsequent turns? If this is correct
then smoke rounds will cause a fire. Also, how big an area catches fire? The
rules state the area fired at catches on fire but what if artillery fires an
open sheaf at a wood line or buildings, is the entire area under the sheaf on
fire or just the area covered by the impact markers?

Well, that's all for now. I'm sure we'll find other vague areas in the rules
which need some clarification.

Tom

That's all for now,

From: thumann@n... (Charles Thumann)

Date: Fri, 19 Jul 1996 19:23:20 -0400

Subject: Re: Dirtside II Artillery, etc.

> 2. Are area defense or point defense systems allowed on VTOLs or

Here's a thought if you /do/ want to allow ADS on aircraft--maybe its an

air-superiority fighter instead of a bomber.  In this case you wouldn't
think of it as a tracking auto-cannon firing at aircraft but as a jet
speeding across the battlefield launching missiles at VTOLs in High Mode

or whatever.

I don't know how this would actually work since it's off the top of my head.
What happens if active ADS activated and moved within 36" of VTOLs in High
Mode? Do they have to make a reaction test and immediately drop? Can they
immediately drop if they've already been activated? Are

they simply immediately attacked by the ADS? Thoughts?

If they are immediately attacked you could really clear a table full of VTOLs
with one Aerospace fighter loaded up with an ADS. That would be cool!