[GZG] [SG] Vehicle fire against infantry

5 posts ยท Sep 19 2007 to Sep 20 2007

From: Samuel Penn <sam@b...>

Date: Wed, 19 Sep 2007 18:26:42 +0100

Subject: [GZG] [SG] Vehicle fire against infantry

Hi all,

Dirtside treats vehicle fire against infantry targets differently according to
the type of weapon being used. In Stargrunt, all vehicle weapons have exactly
the same effect (D8 Impact). It would seem sensible (or at least, more
interesting) if different weapons actually had different effects. I would have
thought that a GAC would be better than an HVC v troops.

Does anyone have house rules for fleshing out SG vehicle weapons in a bit more
detail?

What got me thinking about this was trying to design a Gunspider
(SF25-65, anti-personnel version)[1]. Given that the model is
about size 2, and is supposed to be anti-personnel, it'd be nice
if there was a reason to choose a certain weapon configuration
(as it is, twin RFAC/1 or GAC/2 makes absolutely no difference
given its role). Sticking just SAWs on it soon runs into the limit on number
of weapons and still leaves lots of empty space.

Also, does anyone have suggestions for Dirtside style SLAM systems or APFC in
Stargrunt?

Cheers.

[1] http://www.glendale.org.uk/stargrunt/images/walker.jpg

From: Allan Goodall <agoodall@a...>

Date: Wed, 19 Sep 2007 14:41:37 -0500

Subject: Re: [GZG] [SG] Vehicle fire against infantry

> On 9/19/07, Samuel Penn <sam@glendale.org.uk> wrote:

I worked on a set, but they aren't in much of a condition to hand over to
anyone. I've been working on them for a couple of years. Last year I started
to use DS3 concepts to fix some of the SG2 issues. They covered a raft of
issues, including the difference between heavy weapons designed for killing
infantry versus "big shot" heavy weapons, hull down aspect, six sided armour
(top, bottom, front, rear, left, right), more realistic missiles, etc., etc.

I haven't looked at them in at least 6 months, maybe a year. Part of the
reason is that until recently I didn't have anyone local interested in
miniatures, and they are more interested in historicals. Part of the reason is
that there's been so little discussion of SG2 that my interests have started
to wane.

> What got me thinking about this was trying to design a Gunspider

For RFACs, I gave them an impact of D12 x size class against infantry.
So an RFAC/1 did D12 impact, and an RFAC/2 did D12 x 2 impact. I left
the GAC as D8 impact, but that's in the first draft. The second draft was
going to address that.

> Also, does anyone have suggestions for Dirtside style SLAM

APFC was one of the things I had to work out.

From: Samuel Penn <sam@b...>

Date: Wed, 19 Sep 2007 21:50:30 +0100

Subject: Re: [GZG] [SG] Vehicle fire against infantry

> On Wednesday 19 September 2007 20:41:37 Allan Goodall wrote:

Sounds interesting. Though SG tends to be focused on infantry, its tendency
towards a small number of vehicles (compared to Dirtside) would allow more
detail without slowing things down too much. I've only played SG a few times
so far, but vehicles do seem to be overly simplistic.

> Part of the reason is that there's been so little discussion of SG2

Our group has started playing recently (and I'm no longer the only one with
figures for it), so there's bound to be more questions and (hopefully)
discussion (actually, I had a number of questions to ask about a month ago,
but the list died and I've forgotten most of them).

> > What got me thinking about this was trying to design a Gunspider

The GAC is more powerful than the RFAC against vehicles, but maybe it should
have a higher FP instead due to high rate of fire?

For things like this, I have visions of the scene in "Saving Private Ryan"
where a heavy weapon (20mm cannon?) takes apart (literally) the allied squad
clambering over the German tank during the final battle. My lack of knowledge
about military
hardware should become apparent at this point :-)

> > Also, does anyone have suggestions for Dirtside style SLAM

My rough idea, is that it's an attack which is triggered by infantry moving
within 6" of the vehicle. It fires during the infantry's action (if they
move), not the vehicle's action, probably with an affect similar to a booby
trap.

From: Roger Books <books@m...>

Date: Wed, 19 Sep 2007 23:57:14 -0400

Subject: Re: [GZG] [SG] Vehicle fire against infantry

> Also, does anyone have suggestions for Dirtside style SLAM

I run APFC as a claymore (don't have rules handy). Roll a quality die for the
vehicle any time there is human movement within X inches. It
goes off on enemy troops if the roll + number of enemy troops moving
in range exceeds Y. On a max roll of the die it goes off even if the troops
are friendly and without regard to exceeding Y.

Action to turn on/off device.  May trigger once on each squad moving
within range every turn.

Again my rules are not handy so I don't remember what I set X and Y to be.

From: Samuel Penn <sam@b...>

Date: Thu, 20 Sep 2007 13:01:53 +0100 (BST)

Subject: Re: [GZG] [SG] Vehicle fire against infantry

> On Thu, September 20, 2007 04:57, Roger Books wrote:

I quite like that.

Should it be a FC die rather than a quality die? Since it's an automated
device, the crew quality shouldn't have any effect.