I've just set up a personal webpage, and it includes a bunch of
GZG-related information:
http://www.geocities.com/area51/nebula/9774/index.html
-the House Rules section - the DS2 & SG2 modifications & additions by
our
local gaming group. .../9774/ds2sg2.html
-the REWRITTEN VERSION of the SG2 Bunker & Buildings rules - Tom Barclay
sent me a whole batch of suggestions, additions and ideas, so I rewrote
the rules, and for Tom's sins made him co-author...
.../9774/sg2bunker.html
-various and sundry gaming links, with more to come. .../9774/games.html
-and various other stuff...those of you who aren't fans of the French
check out the 'Random Observations, Rants & Commentaries' page off my main
page.
Please tell me what you think - good, bad, HTML errors that I missed,
stuff that doesn't work on your browser, links I should include, whatever...
Later,
You may want to do a net search for Irony Games, they have a neat Secure Web
Dice Server that lets PBeM ers exchange valid verifiable die rolling.
Also, the Campaign Cartographer software is a pretty cool all purpose
CAD/mapping tool for fantasy and sci fi.
As for house rule on Hull Down in SG2 terms:
Note: Going IP for a vehicle is a full activation. This represents getting
into a tank dugout or the like, throwing cam net, etc. over the vehicle,
setting any firing anchors, etc.
Hull Down in Tank Dugout (CEV manufactured or the like): 2 die shifts
to range die (Hard Cover) and armour die plus reduction to 2/3rd
effective size class, round down, minimum 1. If no turret (for tank destroyer
fans), treat as Turret Down. Turret, cupola and pintle weapons can fire.
Turret Down in Tank Dugout (as above): 2 die shifts hard cover to
range die and armour die, plus reduciton to 1/3rd effective size
class, round down, mimimum 1. Only cupola and pintle weapons can
engage - turret weapon and any hull weapons are blocked.
Hull Down Behind a Ridge line or mound of earth: 1 die shift soft
cover to range die and armour die, reduction to 2/3rds effective size
class, round down, minimum 1. If no turret (for tank destroyer fans), treat as
Turret Down. Turret, cupola and pintle weapons can fire.
Turret Down Behind a Ridge line or mound of earth: 1 die shift soft
cover to range die and armour die, reduction to 1/3rd effective size
class, round down, minimum 1. Only cupola and pintle weapons can
engage - turret weapon and any hull weapons are blocked.
Note that cover is directional - ridgelines and piles of dirt or
rubble only cover the front, tank dugouts cover front and sides. Neither
effectively protect the rear.
In a turn where a vehicle leaves a tank slit, assume it has to move backwards
some distance, before going into a forward gear. A normal move would then be
reduced to 8" and a combat move to 2d8". This represents getting out of the
tanks slip.
You may want to add these to your DS2 version of this rule. Note the above
implementation gives die shifts to range dice and armour dice, but it also
effects silhouette size for calculating HW range bands.
Also, it occurs to me an addition to the breaching rules should be made for
vehicle rams through buildings (or interior walls!). Many AFVs have gotten
stuck in this situation (oops, My King Tiger is pinned under rubble requiring
either a CEV or a dismount crew to free). Also, some crash through the floors
of buildings into the basements. I'll look at something later in the week for
this.
Tom.
/************************************************
> Brian Burger <burger00@camosun.bc.ca> wrote:
That's great!
> From your webpage on DS2:
Can you let us/me know what these "exploitable loopholes" are?
> Hull Down & Cover (DS2, maybe SG2)
When moving up to the ridge top, I would say out loud what position it's
taking up, whether exposed, hull down, turret down or sensor down (completely
hidden). I would ask my opponent to do the same when he moves his vehicles.
These positions would be with respect to an observer stationed on a equal
height hill to the front of the vehicle. To an enemy in the valley below the
hill, the position gets one step better. For example, going hull down at the
hill top means turret down to enemy in the valley. To enemy on higher hills,
the position is one step worse. Hull down becoming exposed, turret down
becoming hull down, and sensor down becoming turret down. So, if it hadn't
been specified, the vehicle is assumed to be exposed to all fire. A turret
down position would be appropriate for a unit firing GMS
indirectly or before doing a pop-up manouever next game turn.
> The best approach I can think of goes like this:
> Vehicle moves up to ridgeline/hilltop and stays out of sight then
The defence dice reveals this better. If you roll a "1", then the position
wasn't quite right or had a gap. Remember that each turn takes place over 15
minutes which is plenty of time. There is little need to have a special
reduction in movement. After all, hills usually slow movement for most
vehicles types already.
> NB: In TURRET DOWN, only two Combat Actions are available: Calling
> & Firing APSWs.
Only the externally mounted "free" APSW. The others are assumed to be in the
turret or hull. Of course one could specify that the extra APSW's are mounted
on the outside.
> Andrew wrote:
As one of Brian's regular gaming partners, I will take the liberty of
answering this:
> From your webpage on DS2:
The major loophole that this is meant to cover is the "last activation"
loophole. This is where you have a unit in position covering the enemy
advance. The enemy has the "last activation". This allows them to get one turn
of advancing and shooting up your units without any chance of return fire.
The alternating activation sequence is very good, but has this annoying bug at
the end (and to a lesser degree at the beginning) of the turn.
[snip]
> Vehicle moves up to ridgeline/hilltop and stays out of sight then
This section our house rules was written by our resident armour expert. He has
a fair amount of experience commanding Leopard II's into and out of firing
positions, so we were more than willing to accept his judgement as to the time
scales and movement factors required.
> NB: In TURRET DOWN, only two Combat Actions are available: Calling
I don't recall this assumption stated anywhere in the rulebook. Nor do I see
anything about the free APSW being externally mounted. The vast majority of
armoured vehicles have an APSW. Mountings may or may not be external. So we
simplify things by saying that APSWs can shoot while turret down.