[DS2] Snipers

8 posts ยท Mar 7 2000 to May 9 2001

From: Prankster <prankster@b...>

Date: Tue, 7 Mar 2000 18:36:01 -0000

Subject: [DS2] Snipers

I just bought some infantry support teams with a mixed bunch of weapons some
of which happen to be sniper rifles. Therefore, I was wondering if annybody
knew of any sniper rules for DS2.

TIA

From: Andrew Martin <Al.Bri@x...>

Date: Wed, 8 Mar 2000 19:24:41 +1300

Subject: Re: [DS2] Snipers

There's some sniper stuff on my site. There's also some on Full Metal
Atkinson's site, which you can access through Laserlight's site [can't
remember url] but try through the FT ring list.

Andrew Martin ICQ: 26227169
http://members.xoom.com/AndrewMartin/
-><-

[quoted original message omitted]

From: Laserlight <laserlight@q...>

Date: Wed, 8 Mar 2000 07:30:15 -0500

Subject: Re: [DS2] Snipers

> There's some sniper stuff on my site.

From: Prankster <prankster@b...>

Date: Wed, 8 Mar 2000 19:48:01 -0000

Subject: Re: [DS2] Snipers

> Mine is www.angelfire.com/va/laserlight/index.html , go to Full

It's right at the ottom of his house rules page.

From: Andrew Martin <Al.Bri@x...>

Date: Thu, 9 Mar 2000 15:59:17 +1300

Subject: Re: [DS2] Snipers

> > Mine is www.angelfire.com/va/laserlight/index.html , go to Full

Actually, it's a copy of my one! :-)

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

Date: Tue, 8 May 2001 22:37:45 -0400

Subject: [DS2] Snipers

Thinking some more on sniper teams and on EW teams, I came up with what
follows (on snipers... EW is still just a nascent thought).

Comments? The pricing is just a guestimate on how effective the unit might be
and remains to be tested on the tabletop. The write up is also possibly
unclear, so if there exists any perplexity as to what I mean, please mention
it. This is cut 0.5 but I thought it might be of interest.

Between this and doing APFC belts and PDS for SG2, I'm getting closer to
having what I consider a harmonious set of rules and TO&E that scale well.

Without further adieu, Snipers for DS2....
================================
Sniper Teams in DS2

Sniper teams in DS2 are two man teams (sniper plus observer). The sniper (and
possibly his observer) are armed with weapons capable of long range, accurate
fire (although often times the observer is equiped with a close combat weapon
for local defense).

The sniper has a 10" effective range if using modern sniping weapons (gauss
rifle, laser rifle) or an 8" effective range if using older conventional
sniping weapons.

The sniper team is treated as a unit unto itself for movement, morale and
firing purposes.

When the sniper fires, fire is conducted as normal infantry fire combat, only
interpreted slightly differently.

Ineffective fire: No effect, but does place an under fire marker.

Partially effective fire: Draw 1 chit and place an
under fire marker. Confidence Test at TL + 0. If
the 1 chit drawn destroys the target stand, and the target stand was a UNIT
leader stand, then apply the rules for Unit Leader Loss and Replacement.

Effective fire: Draw 1 chit, place an under fire
marker. Confidence Test at TL + 0. Note, if the
particular stand under fire is the UNIT leader, then apply the Unit Leader
Loss and
Replacement rules (including the TL +3
Confidence test) in place of the TL + 0 Test.
Note, in this case, the command stand may not actually have been eliminated
(unless the one chit draw killed it) but the lead figure (the platoon leader)
is actually dead, producing the equivalent effects. The only difference is
that if the 1 chit drawn did not kill the command stand, then this stand is
still considered the UNIT leader stand, just with the platoon sergeant taking
over.

A sniper team requires 3 damage points to destroy. Sniper basic movement
factor is 4. (light infantry)

A sniper team may begin the game hidden. One appropriate hidden counter and
one dummy may be placed on the board within 3" of one another. Thereafter, on
any activation, a sniper unit in cover may declare it is "going into hiding"
and replace the stand with the counter and a dummy. I wouldn't think the
sniper could move once hidden.

Sniper Team costs 30 pts (8" range) or 40 pts (10" range).

From: Andrew Martin <Al.Bri@x...>

Date: Wed, 9 May 2001 21:31:40 +1200

Subject: Re: [DS2] Snipers

Here's my approach:

Sniper Element
This is a infantry element armed with a semi-automatic, high accuracy,
large calibre rifle. In modern times, these are much like the US Marines,
Barrett
M82, 0.50" Calibre, Special-Purpose Sniper Rifle. A sniper team costs
the
same as rifle team plus five points plus the cost of their APSW/HAPSW or
size 1 weapon system. Their range is 1.5 times as great as the standard weapon
system, and they inflict one extra damage chit. Sniper teams, like APSW teams,
are much more likely to fire effectively than ordinary infantry teams.
Remember that unarmoured vehicles, or the REAR of vehicles with armour 1, only
require 5 damage points to kill and that special damage chits ARE valid. A
firing sniper team can cause armour crews to "button up" and become
suppressed. With prior game agreement with your opponent (in game, your
opponent will be tempted to disagree!), an "Under Fire" marker can be placed
on any armoured unit that the sniper team fires at.

From: Andrew Martin <Al.Bri@x...>

Date: Wed, 9 May 2001 21:48:23 +1200

Subject: Re: [DS2] Snipers

> The sniper team is treated as a unit unto itself for movement, morale

An alternative is to consider a sniper team as part of a larger combat
grouping? I believe this was done in WW2 and maybe Korea with US Army?

> A sniper team requires 3 damage points to destroy.

I'd suggest that these all be the same (as much as possible) as per specialist
team for militia, line and PA infantry. Makes things simpler. Perhaps a slight
modifier for the points cost?

> Thereafter, on any activation, a sniper unit in cover may declare it

This is good.

> I wouldn't think the sniper could move once hidden.

I think it should be able to be moved, along with the dummy counter, maybe?