[SG2] Artillery Warhead Alternatives?

2 posts ยท Oct 9 2002 to Oct 9 2002

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

Date: Wed, 09 Oct 2002 14:08:10 -0500

Subject: [SG2] Artillery Warhead Alternatives?

Hi, gang.

Just wondering if anyone has made any changes to the way artillery warheads
work in SG2. In SG2 the implication seems to be that every round is a
submunition. The size of the round increases the blast area, but it doesn't
increase the force of the blast. An armour piercing 80mm mortar round does D12
x 2 impact, just the same as a 150mm artillery round or a 400mm rocket.

Has anyone considered increasing artillery impact as well as the burst radius
for larger calibre weapons? For that matter, has anyone thought of increasing
the impact and potentially _decreasing_ the burst area, representing
individual shells instead of submunitions?

From: Laserlight <laserlight@q...>

Date: Wed, 9 Oct 2002 16:22:29 -0400

Subject: Re: [SG2] Artillery Warhead Alternatives?

> Just wondering if anyone has made any changes to the way artillery

Bear in mind that it's probably not a single shell, more likely 15
rounds per tube at a nice steady 3 rounds/minute.  You might have
"intensive fire" where you double the number of shots but at some cost in
readiness (better comms roll needed to call it in, starts 1 box farther out on
the Inbound chart, or something similar). But yeah, it's kinda odd that a 16"
shell doesn't do more than a 60mm mortar, just over a larger area.