SG2 CDMs

1 posts ยท Feb 6 2001

From: Barclay, Tom <tomb@b...>

Date: Tue, 6 Feb 2001 16:17:23 -0500

Subject: SG2 CDMs

> 1) The rules say the CDM, when activated, attacks the

How tech are your mines? If everyone has IFF, the mine (being unselective)
probably won't blow if there's a friendly in the arc. When a CDM is triggered,
it'll usually blast in about a 60 degree arc (or was that 30 degrees) and
shred anything nearby in the arc, friend or enemy, hitting the nearest squad
that is actually in the area of effect (I guess blocking the
pellets). So you put them _in_front_ of your units facing out.

> 2) How far away from my unit can I place a CDM? Is it

Radio detonated? I'd make you make a comms role. Otherwise, 10" might be
reasonable (for a wire detonator - 100m? If its Radio detonated, it'd be
jammable. It could be detonated by sensors or tripwire too.

I think I'd let a CDM be placed in front of a unit IP, but
_right_in_front_
not 10m out....

> 3) Will a CDM blast even stop a close-assault?

If it causes casualties, I'd say yes (just like reaction fire).

  I would
> think it should be treating as final defensive fire under

That's quite right.

> Final question, related to the incident: Can an

YES. If they are the unit being charged. Otherwise no. Though if you used
some of the optional overwatch and snap/reaction fire rules, this close
assault frenzy could be easily defused (but they are optional.

My command squad was unactivated and had a good view
> of the action, and it seems to me they should have been able

Out of the box, no. Commonly used, yes.

> I had this question also. And if reaction fire (or overwatch

Any casualties stop the assault, any suppressions are shrugged off. If it is
ruled a legal move. I use overwatch and snap fire myself, so I rarely have