Erm... I don't know as much about air and artillery scattered minefields, but
this is my estimate.
Artillery: Standard blast radius as per normal artillery. Open sheaf gives 50%
probability encounter, 2 chits, validity as per conventional
mines. Tight sheaf gives 40% + (10%xguns firing).
Air-delivered: DFO may be scatterable mines, as per artillery. 60%
chance of encounter, otherwise all the same.
Note that most scatterable mines have a self-destruct fuze, with
variable settings from 18 hours to 7 days.
I hopes of making this more SF:
How about these ideas:
1. Robotic minfields, ie- minefields that can get up and move
2. IFF minefields - they're smart enough to know friend from foe
3. Really smart mines (RSMs for short) - they wait for the best target;
anti-pers would go after leaders or support weapons; anti -vehicle might
do something where they detonate only under the last vehicle
4. Cruel anti-pers mines that would only injure someone, when someone
came to help the person he/she would get injured too
I admit to borrowing from other sources. Any ideas comments?
> -----Original Message-----
> You wrote:
> 1. Robotic minfields, ie- minefields that can get up and move
Wierd... But I'd be really hesitant about that for removal purposes. I mean,
as an Engineer I'm expected to go back into a minefield and take it apart when
I no longer need it. What's the point of winning a war if you can't use what
you've taken because civillians keep going boom? If it's moving around then a
map becomes REAL irrelevant real fast. If that's not a concern, then by all
means allow minefields to creep 1 inch per turn.
> 2. IFF minefields - they're smart enough to know friend from foe
2 & 3 come in the WAM post, which ain't out yet. (Wide Area Munition). The
basic philosophy of mines is cheap and cheerful. The more sophisticated WAMs
will have all sorts of fun options.
> 4. Cruel anti-pers mines that would only injure someone, when someone
Hrm. . . You mean like the M14? Non-metallic, with an ounce of Tetryl
as the main charge, and "Not designed to kill, but to penetrate boot
and foot" (FM 20-32, HQ, DA) I figured showing specific mine effects
at the Dirtside scale would be inappropriate. If I play enough Stargrunt to
get familliar enough with it to try my hand at mine rules,
I would of course go into more detail and include toe-poppers.
Robotic mines:
An engineer pulls up with a truck full of them and has them dismount all by
themselves. The mines all form up in front of him and he gives them
orders....'all right you mines, arrange yourself in a standard dispersion
within the following boundaries, Grid reference 123456 to
345876....' They give him a 'YES SIR' and off they go.
After the war he comes back and tells them (whoever is left) to get on the
truck.
John, use your imagination! I know the above is kinda tongue and cheek but
it's not that far off.
> -----Original Message-----
> You wrote:
> Robotic mines:
> After the war he comes back and tells them (whoever is left) to get on
Possible. How would the effects of this sort of system differ from a hand laid
or mechanically laid minefield? Not much, I'd bet. Shorter laying time, easier
to remove, but these effects would not show up on a Dirtside II table.
What are you talking about? Not affecting the game much, think about
being able to shift or move a mine field :-). I would treat them almost
like units. Jon, I'm thinking you just want to keep things modern and
conventional ;-).
The one thing I like is an IFF system for mines. I've seen talk of placing IFF
units on individual soldiers. In effect it would make a minefield only a
threat to your enemy (god forbid if your IFF failed).
> -----Original Message-----
> You wrote:
You want to make your mines wander around, then by all means give them a 1 or
2 inch move rate.
> The one thing I like is an IFF system for mines. I've seen talk of
Same objection as above. You wanna do that, do that. But I won't, as my
concept of mines is cheap and cheerful. Minimum of fancy electronics to go
wrong.