Date sent: 12-NOV-1996 16:09:42
> Hi there
> I checked out Andy Cowell's DSII page and found Iceburg's house rules
> I'm going to assume that since a hit from light artillery does 1 chit
> How does that sound to everyone else? Fair enough, or underpowered?
A lot underpowered. You are not going to hurt infantry with only one chit. I'd
say 0 chits for vehicles, 2 chits for infantry BUT attacks soft vehicles as if
they were infantry (Includes armor 1 vehicles, as the shell will be diving
onto the weaker top armour). Sound fairer?
Hi there Our group is about to get started with a Dirtside II campaign, and we
are going to be using mortar teams as part of our infantry forces.
I checked out Andy Cowell's DSII page and found Iceburg's house rules for
mortars, but they don't show the amount of damage the mortars would do when
they hit.
I'm going to assume that since a hit from light artillery does 1 chit damage
to vehicles and 2 chits damage to infantry, a hit from a mortar
will do less -- i.e. 0 chits damage to vehicles and 1 chit damage to
infantry.
How does that sound to everyone else? Fair enough, or underpowered?
> I checked out Andy Cowell's DSII page and found Iceburg's house rules
The book noted that some light (RAM) mortars were man-packed and used
the normal chit-draw for light arty. I would think that the use of
ICM's would increase the firepower of light mortars significantly enough to
affect vehicles.
Christopher "Go Steelers!"
I've been playing infantry mortars exactly as light artillery with the
following exception. 1) Must be on table: I assume that the rounds have been
made smaller and the tubes lighter by removing propellent rather than warhead.
2) The team may only carry enough ammo for one effective fire mission. They
may resupply normally and my stockpile additional ammo from carriers at a
location, allowing them to fire more missions, but if they have to bug out,
may only take one with them. 3) No move and fire on same activation: Reflects
time required to
set-up
weapon system. 4) Team requires double capacity in vehicles
A note on the last item. I'm going to try allowing a team with any Size
class one man-pack weapon to be used. All will utilize the no move and
fire
and double capacity above. GMS/L teams will fall under this category.
A new
GMS/P team will be able to operate exactly as a normal infantry of its
type.
The GMS/P will have a range of 24", draw two chits, and cost 15/20/25
for the three guidance levels.
Comments?
Dear all,
Just a small request, please could you include a sig (at least your name) in
posts to this list. The way that the list and my mail system works is
that I can't see who wrote the message, unless its in the body of the mesage.
(Yeah, its my cr*pp* mail system again).
Who wrote the message below please?
I would be nice to know, cause this (along with Iceburgs rules) are good
candidates for inclusion in a DS2 supplement - and you want credit,
don't you?
Mike Elliott, GZG
______________________________ Reply Separator
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Subject: Re: Dirtside II Mortar Teams
Author: SMTP:owner-ftgzg-l@bolton.ac.uk/ at INTERNET
Date: 13/11/96 08:18
I've been playing infantry mortars exactly as light artillery with the
following exception. 1) Must be on table: I assume that the rounds have been
made smaller and the tubes lighter by removing propellent rather than warhead.
2) The team may only carry enough ammo for one effective fire mission. They
may resupply normally and my stockpile additional ammo from carriers at a
location, allowing them to fire more missions, but if they have to bug out,
may only take one with them. 3) No move and fire on same activation: Reflects
time required to
set-up
weapon system. 4) Team requires double capacity in vehicles
A note on the last item. I'm going to try allowing a team with any Size
class one man-pack weapon to be used. All will utilize the no move and
fire
and double capacity above. GMS/L teams will fall under this category.
A new
GMS/P team will be able to operate exactly as a normal infantry of its
type.
The GMS/P will have a range of 24", draw two chits, and cost 15/20/25
for the three guidance levels.
Comments?
In a message dated 96-11-18 09:10:56 EST, you write:
> Dear all,
> mesage. (Yeah, its my cr*pp* mail system again).
> the tubes lighter by removing propellent rather than warhead.
> weapon system.
Hi Mike,
That was my version of Infantry Light Mortars. What do you think?
Hi, Brian
Yes, I like it a lot! Particularly as with some slight modification the same
rules should work for SGII as well. I'll be passing this one on to Jon for
possible inclusion in a supplement. Thanks!
[Everybody] Any other ideas? Particularly for stuff that will fit both
games.
Mike Elliott, GZG
______________________________ Reply Separator
_________________________________
Subject: Re: Re[2]: Dirtside II Mortar Teams
Author: SMTP:owner-ftgzg-l@bolton.ac.uk/ at INTERNET
Date: 19/11/96 14:49
In a message dated 96-11-18 09:10:56 EST, you write:
> Dear all,
> mesage. (Yeah, its my cr*pp* mail system again).
> weapon system.
Hi Mike,
That was my version of Infantry Light Mortars. What do you think?