DS2/SG2 harminization - replies to Brian and Andrew

6 posts ยท May 10 2001 to May 11 2001

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

Date: Thu, 10 May 2001 03:34:08 -0400

Subject: DS2/SG2 harminization - replies to Brian and Andrew

Re snipers: Andrew, your interpretation seems to represent only the snipers
with a HAMR. Many sniper teams do not use a HAMR (they are heavy, aren't
probably as accurate for mid range shooting, and probably can't be silenced
though I'm not positive on that last). Most teams use
something like the US M-24 (I think that's the
new one) which is a modified Remington 700. An excellent weapon. In the
future, I can see Gauss rifles and Laser rifles being used. Sniper ops can
involve taking out material targets (transformers, AA assets, etc) but they
can involve the simple task of removing enemy snipers, enemy units blocking an
advance in built up terrain or fortifications, and for pinning an enemy that
is advancing towards you. And they do kill valuable junior officers and
noncoms.

I'm going to think about combining some of what you wrote with some of what I
wrote, since we both appear to have part of the puzzle.

I'm not sure there is any reason to suggest that
a HAVR/HAMR is capable of shooting 1.5x that
of an APSW. I think the longest sniper shot on record I'm aware of (By Carlos
Hatchock, multiple shots required, using a sandbagged.50 M2HB) was well over
1200m, but I think most military sniping is actually conducted (even AM
stuff) at 100-400m (with preference on 100m if
you can get that close). I hadn't realized the SF snipers liked to shoot from
that close, but as Los pointed out to me, beyond that, windage and movement of
target etc. start to introduce a
decent chance of a miss. You _can_ make
800m shots, but it is hardly SOP.

My reason for suggesting dummy counters can't move is that I don't think
hidden snipers in SG2
can.....

As for how a sniper team plays on the game.... they'd usually be an attachment
at (at the minimum) company level, but more likely
battalion. A battalion might have 3-6 2 man
teams. But sniper ops really fall into a variety of categories depending on
the operational doctrine of the force using them. In some cases, like the
French, they stick "marksmen" (which aren't really full fledged snipers) in
their line squads. In other cases, like some of the US Marine Divisions in
Vietnam, the snipers were given lots of independence and ran their own
missions quite often with other support elements to support them (a squad for
security and
sometimes air and arty on call - snipers make
good spotters).

I'd think in the DS2 model, they'd be attached directly to the battlegroup
commander, thus justifying them as a whole separate unit on the board, and
probably you would not see more
than 2 or 3 teams present _at_most_ because
the forces on a DS2 board tend to be company or reinforced company size,
rarely reaching battalion size. Plus that freedom frees them from unit
integrity issues with other units, which is good given they'll be able to fire
over a fair distance thus they can stay outside of enemy infantry fire range.

Re Brians comments on GMS/P:
I get the impression from Oerjan (unless he
cares to pipe up) that a GMS/P has about the
same warhead as GMS/L, only the sighting and
propulsion behind it is different. Ergo range is probably the big factor (I'd
bet many shoulder fired missiles can't reach 2400m due to the inability to
target or the lack of fuel). I'd be tempted to keep the range to 18". 24"
makes them very dangerous. Anyone know what the range for a Javelin is today?
The problem here is that even with some improvement in propellent
technology, you've still go the weight/size trade
off (vs. range) that makes a GMS/P a normal
squad weapon. For longer range, you NEED the Heavy Weapon because it contains
the fuel!

So we have (or should probalby have):

IAVR    short range (400-600m), punchy (2
chits), immune to ECM or EW (but should be stoppable by PDS according to
Oerjan). Troop can carry multiples of these and use them for close in tank
defence.

GMS/P  longer range (1800m), punchy (2
chits), affected by ECM, PDS, ADS and EW. Troop can put one of these in a big
squad and fire it in place of squad fire (like an IAVR) but has limited shots.
Can also be put in two man teams.

GMS/L  real long range (3600m) (for infantry...
still only middling for vehicle range weaponry), punchy (3 chits), affected by
ECM, PDS, ADS, EW. Troop can have one of these with tripod in place of normal
infantry weapons (retain close in defence weapons). Limited shots. Can't
really be put in a normal rifle squad as an "alternate weapon" as it is just a
bit too big (as is the ammo).

Yes, I agree GMS/P should be limited in number
of shots (3 or 4) and that they should be affected by PDS and ECM and ADS etc.
I'd
suggest the 2 man GMS/P team I suggested with
4 shots should probably cost 10/15/20 (for
various guidance levels). This little team would only take 3 HTK and have
close combat only weapons.

Putting a GMS/P into a normal rifle squad (with
say 4 shots) might add another 5/10/15 to the
cost of the rifle team (expensive, but you're getting a team capable of GMS
fire, IAVR fire, squad rifle fire, and close combat).

As for EW, you make a couple of good points in terms of limiting range (12" in
DS2 is fine with me) and in saying that you should have to see a GMS shot
fired to jam it (though I note this is
_NOT_ a requirement in SG2 - justification being
I guess the prevalent nature of sensors on the battlefield). I'll look at
cobbling something together with this input you've given me shortly.

Then of course, post it so the lions can rip at it.:)

From: Beth Fulton <beth.fulton@m...>

Date: Fri, 11 May 2001 10:40:29 +1000

Subject: Re: DS2/SG2 harminization - replies to Brian and Andrew

G'day Tom,

> My reason for suggesting dummy counters can't

Try looking under "Snipers - Concealed Movement" on page 27 ;)

Beth

From: Robert W. Hofrichter <RobHofrich@p...>

Date: Fri, 11 May 2001 07:13:45 -0400

Subject: Re: DS2/SG2 harminization - replies to Brian and Andrew

Okay, I guess its time I spoke up on this one...
(re:  GMS/P not snipers)

[quoted original message omitted]

From: Brian Bell <bkb@b...>

Date: Fri, 11 May 2001 08:06:51 -0400

Subject: RE: Re: DS2/SG2 harminization - replies to Brian and Andrew

This was my original take on it.

The GMS/P was an IVAR with guidance and flight controls added. The
addition required making large enough that a soldier could not carry it and an
AAR (just like SAWs), unlike IVARs that could be carried by everyone. It would
have about the same impact an an IVAR, but have
greater range than a IVAR, but less than a GMS/L. And it would be
subject to ECM/EW/PDS.

The GMS/L was large enough that it required either a tripod or at least
other soldiers to lug additional missiles. Thus it was limited to Heavy
Weapons Teams. In DS2 terms this meant that they only had weapons that could
be used in a Close Assault. In SG2 terms, it meant pistols. In SG2, I would
imagine that the other team(s) in the unit would support the Heavy Weapons
team with AARs and a SAW.

The GMS/H was too heavy to be carried by infantry.

[quoted original message omitted]

From: Andy Cowell <andy@c...>

Date: Fri, 11 May 2001 07:18:33 -0500

Subject: Re: DS2/SG2 harminization - replies to Brian and Andrew

In message <000e01c0da0c$077143a0$e38d153f@d5s9p7>, "Robert W. Hofrichter"
writ es:
> And isn't the Javelin a SAM? Or are we talking about a different

Different Javelin, a US ATGM. See

From: Daniel Casquilho <danielc@e...>

Date: Fri, 11 May 2001 07:31:01 -0700

Subject: RE: Re: DS2/SG2 harminization - replies to Brian and Andrew

> -----Original Message-----
[snip interesting comments]
> The GMS/L was large enough that it required either a tripod

OK, I have seen many people refer to HW teams as having only pistols

or close assault weapons. I know that is how it is in the rules and I do

understand the Game Mechanic reasons for it. My question (for my education) is
does this match what modern armies are doing? Does a
TOW/Javlin/Dragon
type team only have pistols?