[DS] [SG] was RE: [DS and SG] Regiments of the Crown

2 posts ยท Oct 26 1998 to Oct 26 1998

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

Date: Mon, 26 Oct 1998 12:20:05 +1000

Subject: [DS] [SG] was RE: [DS and SG] Regiments of the Crown

Hoping this isn't going off thread, but....

Snipers in SG are probably going to be very rarely seen. Snipers traditionally
(and doctrinally) engage at very long ranges; 500m plus. In SG the Sniper
ranges are double normal range bands. So, given a Veteran sniper figure, long
range is 5 range bands ie 100 inches, 4 range bands is 80 inches and 3 range
bands 60 inches! So, in most average sized games on a 6'x4' or 8'x6' table
there is very little scope (forgive the pun) to employ a sniper team except in
a very static manner.

Given that most tasking for snipers involves only a little of the actual shot
and more of the moving into a position and then moving out again, the demand
for the marksmanship skill is not as high as the demand for the skilled
concealment. The Australian Army Sniper course has a final test known as a
Stalk. If the actual shot, move into position or withdrawal are seen then the
result is a fail. This is reagardless of accuracy of the shot.

Dealing with a well trained experienced professional sniper is a Platoon
Commanders nightmare. Pull back and do an Arclight!!

Owen G

[quoted original message omitted]

From: Los <los@c...>

Date: Sun, 25 Oct 1998 21:38:13 -0500

Subject: Re: [DS] [SG] was RE: [DS and SG] Regiments of the Crown

> Glover, Owen wrote:

> Snipers in SG are probably going to be very rarely seen. Snipers
In SG
> the Sniper ranges are double normal range bands. So, given a Veteran

I liike the way Advanced Squad Leader deals with snipers. They're not put on
the board. (Shit if eitehr side can see a sniper thaen he's a shitty sniper.
Nor do sniperss work under direct control of anyone except in the loosest
sense (excepts in very specialized SPECOPS situations). ANyway, in ASL each
side has an SAN (Siper Activation Number) Lets say for one side it's a 5 and
one side it's a two (most ASL DRs are 2 six sided dice so the guy with a 6 has
a better sniper). Whenever teh enemy rolls your SAN it activates your sniper.
Now keep in mind that you put a marker down on the table. When teh SAN is
rolled a second roll is made to see if the Sniper gets a shot off. If so you
then are allowed to target tehnearest unit to the marker. Then you roll for
damage. The Sniper marker is now at the point where the last shot was taking.
(You can also forgo taking teh shot and move the marker instead.) After the
shot the enemy has a chance to counter sniper.