> "Barclay, Tom" wrote:
AAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!
You have WAY too much time on your hands, Tom!
Mk
From - Wed Dec 13 16:38:34 2000
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From: "Barclay, Tom" <tomb@bitheads.com>
To: "Gzg Digest (E-mail)" <GZG-L@csua.berkeley.edu>
Subject: [DS2] Engineering vehicles
Date: Fri, 8 Dec 2000 13:42:52 -0500
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Anyone know of a company that produces GEV/air-cushion CEVs other than
GZG
in 1:300 or 1:285? Also I'm looking for GEV transport vehicles - trucks,
vans, whatever.
Thanks.
> Barclay, Tom wrote:
> It occured to me in the discussion of vector-added SMs that maybe
...it would have nil chance of hitting whatsoever, unless the shooter can look
into the future to determine where to aim his weapon (and I mean *really* look
into the future, not merely extrapolate from the target's previous maneuvers).
15 minutes is *lots* of time to generate
a miss - eg., I can walk a mile in that time, and I don't accellerate
nearly as fast as a starship <g>
> But, we all know one of those assumptions is bogus.
<whew>
> Let us say that anytime the ship moves more than 25% of the max >range
Sounds reasonable. The energy is proportional to the square of the velocity,
so with 25% more velocity you have just over 50% more kinetic
energy - enough to be significant even for a K1 (ie., its damage "would
be" increased by over 0.5, rounds up to 1). If you look at a K5
instead, 5-10% extra velocity "would be" sufficient to increase the
damage by 1 point, etc.
> Probably not to the range because I assume the limit on range is not
Strongly indicated by the K-gun damage, too (doesn't degrade with
range; only the hit probability does).
[calculations snipped]
> If railguns are firing rounds at 0.1 c (30,000 kps I think?), then
<G> 75'000 kps is only speed 33,750 with the time/distance scale I
normally use... but how did you get 25% of 30,000 to be 75,000? ;-)
(Don't worry - the fastest I've ever flown was a tad over 200...)
> So, the end result is, assuming the railguns accelerate masses to
Which they pretty much need to in order to have a chance to hit
anything at long range. It's probably quite safe to say that the K-gun
rounds are so much faster than the ships that the velocity of the
firing vessel doesn't matter :-/
Regards,
Oerjan Ohlson oerjan.ohlson@telia.com
"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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From: "Chris DeBoe" <LASERLIGHT@QUIXNET.NET>
To: <gzg-l@csua.berkeley.edu>
References:
<417DEC289A05D4118408000102362E0A34D104@host-253.bitheads.com>
<3A3514C5.6EEBD6AC@warpfish.com>
Subject: Re: Attachment levels [DS2]
Date: Mon, 11 Dec 2000 13:07:53 -0500
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Jerry quoth
> Also remember that technology for support services may reach such a
snippage
> However, what this does indicate is that a self-sustaining force has
Perhaps you'd have Core units (heavy assets are attached at Brigade and
higher) and Colonial units (independent battalions with less support but
organic).
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To: gzg-l@csua.berkeley.edu
Subject: No campaign system acceptable for SG2?
Date: Mon, 11 Dec 2000 12:30:28 -0600
From: Andy Cowell <andy@cowell.org>
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My earlier request for an SG2 campaign system went unanswered-- I just
wanted to double-check before I devoted the time to try and make my
own (never having used one before). Any ideas?
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Date: Mon, 11 Dec 2000 13:49:55 -0500
From: "Parrott, Charles P" <ParrottCP@corning.com>
Subject: RE: No campaign system acceptable for SG2?
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
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I overlooked the original post, were you looking for specific SG2 campaigns
systems or other games that can be used for SG2?
As for ideas, I've always been fond of the merc approach where you start with
limited funds and buy your forces and take contracts to earn more money
to upgrade and/or buy your forces. Our gaming group is thinking about a
similar project combining FT and DS2.
FASA's Mechwarrior supplement had a quick and dirty roll your own merc
campaign that was good for generating battles. The RPG side of it wasn't half
bad either.
> ----------
From - Wed Dec 13 16:38:58 2000
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To: gzg-l@csua.berkeley.edu
Subject: SG2 and Modern US squad with two fireteams
Date: Mon, 11 Dec 2000 14:28:01 -0600
From: Andy Cowell <andy@cowell.org>
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The '90's US army TO&E at
http://www-solar.mcs.st-and.ac.uk/~aaron/MODORG/us90.html
lists a squad as having two "fireteams"
NCO (M16A2) 2 Fireteams: 2 M16A2
1 M203 [I assume M16A2 w/ M203 gren.
launcher]
1 M249 [SAW]
(up to 4 M72A3 LAW/AT-4)
In SG2, this would be a 9 man squad with two SAWs and eight IAVRs. That's a
little more powerful in game terms than I'm used to playing with. What does
everyone else think? How are "fireteams" used by the US Army, and do they jive
with SG2 as written?
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To: gzg-l@csua.berkeley.edu
Subject: Re: No campaign system acceptable for SG2?
In-Reply-To: Your message of "Mon, 11 Dec 2000 13:49:55 EST."
<604019546FC6D211AE310000F8BCBCEA01A8C385@SABRETOOTH.CORNING.COM>
Date: Mon, 11 Dec 2000 14:49:49 -0600
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In message <604019546FC6D211AE310000F8BCBCEA01A8C385@SABRETOOTH.CORNING.COM>,
"
> Parrott, Charles P" writes:
Either-- I've never heard of an SG2-specific campaign system, so I'm
expecting the later.
> As for ideas, I've always been fond of the merc approach where you
I'm introducing my current gaming group to SG2, and thought a campaign system
would be fun. Here are the obvious:
1) "Choose your own adventure." I'm GMing the games so far, rather than
participating, so this might be a good way to start out. It would require no
formal system of rules, either.
2) "Playing Quartermaster." Actually working out reinforcements and
engagements due to a formal set of rules. This appeals to me the most, and
would also mean I could possibly participate equally.
3) "Mercenary." Like you mentioned, a system of earning and spending resources
through conflicts. Reminds me of Necromunda, one of the few GW games I've
really enjoyed. Lets players really get involved with their troops.
Hmmm....that's interesting...
Any others?
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To: gzg-l@csua.berkeley.edu
Subject: Re: No campaign system acceptable for SG2?
In-Reply-To: Your message of "Mon, 11 Dec 2000 13:49:55 EST."
<604019546FC6D211AE310000F8BCBCEA01A8C385@SABRETOOTH.CORNING.COM>
Date: Mon, 11 Dec 2000 14:55:43 -0600
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In message <604019546FC6D211AE310000F8BCBCEA01A8C385@SABRETOOTH.CORNING.COM>,
"
> Parrott, Charles P" writes:
Doesn't this inherently require a points system for SG2?
From - Wed Dec 13 16:39:02 2000
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From: "David Rodemaker" <dar@horusinc.com>
To: <gzg-l@csua.berkeley.edu>
Subject: RE: [OT] Military Rank Comparison
Date: Mon, 11 Dec 2000 15:36:09 -0600
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Buy a copy of the "Handbook for Marine NCOs" (My 3rd edition is published by
the Naval Institute Press ISBN: 0-87021-254-0) which a good friend of
mine (former marine NCO, duh) gave me. My fiancée (former army officer) even
admits that the marine handbook is better than anything that army puts out for
this purpose (I think that this admission actually caused blood loss on her
part). It has exactly the chart you're looking for, all ranks, and whole bunch
of other fun information.
David
> -----Original Message-----
From - Wed Dec 13 16:39:00 2000
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To: gzg-l@csua.berkeley.edu
From: agoodall@canada.com
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Subject: Re: SG2 and Modern US squad with two fireteams
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> On Mon, 11 December 2000, Andy Cowell wrote:
> In SG2, this would be a 9 man squad with two SAWs and eight IAVRs.
I usually create squads of between 6 and 8 figures. That's just been my
prefere nce, and it seems to fit in well with Jon's included squad designs.
However, I am starting to move away from that. We recently had an interesting
discussion a bout designing forces with small squads, say half the size of an
SG2 squad, or essentially the same as the fireteam you mention.
The argument always goes as to whether fireteams should be represented with
det ached elements or if they should be represented with small squads, or if
the fi reteam should just be abstracted out of the squad entirely.
Which is more realistic? Do smaller squads have an adverse effect on play
balan ce or in the use of the mechanics?
I just found an interesting reference on the web:
http://web.qx.net/warcat/MilSF/Tactics.htm
It has some good things to say about fireteams, squads, and the like. It
appear s that in some cases the squad leader leads a fireteam, and in other
cases he d oesn't. It also explains that in some militaries (the former Soviet
military, f or one) squads are NOT broken into fireteams. He doesn't give
standard distance s between fireteams, but he does give some interesting
commentary.
> From reading this, I have come to two conclusions:
- some forces should allow fireteams. Not all forces, particularly those
with c onscripts, but some forces.
- fireteams should act like small squads, but should probably have some
limits imposed on them. Perhaps there should be a limit as to the separation
distance between fireteams in a squad. Sort of like squad integrity, but for
two firetea ms.This may be unnecessary, and it would have to be included as a
house rule.
The web page I listed is by a former US Marine who put the page together to
hel p writers of military SF, so this is a good SG2 reference! He mentions
that fir eteam based armies tend to be more flexible, tactically speaking.
This is what some of us have discovered when using small squads.
So, I would suggest you build one 5 man squad and one 4 man squad. They would
s hare the same APC, they would set up near each other, but they would behave
as individual squads.
Another option, if you're up to it, is to build two 4 man squads and make the
s quad leader an individual. The individual is a "leader" but can not transfer
ac tions. He can move with a squad, or independently (the rules cover either
case). This would let you use the individual to rally squads (otherwise,
squads can' t self rally). Hmmm... I like this idea. It's written on page 26.
Jon leaves th ings pretty flexible by stating how they are used in the
scenario rules, so I'd give them leader capabilities for the purposes of
rallying, but not for transf erring actions.
So, there's my suggestion: create two 4-man squads and one independent
leader f igure, but limit what the leader can do.
Allan Goodall - agoodall@canada.com
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From - Wed Dec 13 16:38:59 2000
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Date: Mon, 11 Dec 2000 13:49:56 -0800
To: gzg-l@csua.berkeley.edu
From: Ndege Diamond <nezach@earthlink.net>
Subject: Re: [OT] Military Rank Comparison
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> At 12:49 PM 12/11/00 -0500, you wrote:
After a quick Google search for "military ranks" I found
http://www.instruct.langara.bc.ca/~unx6018/dave7cnv/military/military.ht
ml It has a funky navigation setup and a funky layout but it covers Officer,
NCO, and enlisted ranks for quite a few countries. It seems reasonabily up to
date (my only qualification for this is that it doesn't show the USAF having
"Buck" Sergeants).