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: 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.