SG2 Great War: Comms

4 posts ยท Jun 4 2002 to Jun 5 2002

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Tue, 4 Jun 2002 21:02:16 +0200

Subject: Re: SG2 Great War: Comms

[quoted original message omitted]

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 5 Jun 2002 12:46:59 -0400

Subject: SG2 Great War: Comms

John S said (in reply to me):

> > [Tomb] I stand corrected! I think of comms as "over air" but you are

> > correct. Though I still think a roll should be required given the

The technology might be too far advanced to allow jamming. If the jamming
technology is designed to spoof high tech signals by reading frequencies

and inserting noise and such like, a simple landline might defeat it.

[Tomb] Yep, but I had in mind an EM static generator that used induced
EMF to destroy the baseband signal on the line (something planted perhaps by
grenade or mortar or other method near the line). The line is one big antenna.
Mind you, when you can do that, you'd probably just cut the line, unless you
were being selective in what parts of messages you
blocked.....

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

Date: Wed, 05 Jun 2002 13:01:27 -0500

Subject: Re: SG2 Great War: Comms

On Wed, 5 Jun 2002 12:46:59 -0400, "Tomb" <tomb@dreammechanics.com>
wrote:

> The line is

You really need rules for line cutting. This could be done by mapping the
line, but there has to be a possibility that a squad can traipse over a line
without ever knowing it's there. Some sort of abstract system would be best
for players without a referee.

You also need rules for "runners". I have some bare bones rules for runners in
_Hardtack_. Basically, a command squad can transfer an action within his
command by sending an independent figure with the extra action. It certainly
makes platoon leaders stay closer to the action!

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

Date: Wed, 05 Jun 2002 14:29:39 -0500

Subject: Re: SG2 Great War: Comms

On Tue, 4 Jun 2002 21:02:16 +0200, KH.Ranitzsch@t-online.de
(K.H.Ranitzsch) wrote:

> The main problem I see here is the often considerable delay between

In practice it hasn't been that big of a deal.

A runner can move 12" in a turn using both actions. In two turns he can run
24", and this is assuming that the figure does not do combat moves. Once he
arrives, he automatically gives the receiving squad a Transfer Action.

It rarely takes a runner more than two moves to get to a squad (unless, of
course, he's been shot part way). If you want, you can write down the squad he
is going to. Technically, you should also write the kind of action that will
be transferred, but in practice that isn't necessary. What usually ends up
happening is that the runner gets to the squad he was ordered to run to, but
by the time he gets there that isn't the squad that the commander really wants
to give the action to!

In practice, platoon and company commanders stick closer to the action so that
they can transfer commands automatically within the 6" range. It works quite
well.