Played first game of SG2 and enjoyed it but we had a situation where a
GMS/P was fired at a unit. Followed the rules on page 40 for GMS die
rolls and got a 'fully effective' result. However the rules say that the
number of potential hits are determined by dividing the total firer dice
by the range dice - GMS's don't have a range dice! How do I determine
the number of hits?
Under standard rules GMS/P cannot be fire effectively at infantry
units, only point target like bunker and ACVs.
> --- Keith Jones <kjones@globalnet.co.uk> wrote:
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<BODY bgColor=#ffffff> <DIV>Played first game of SG2 and enjoyed it but we had
a situation where a
GMS/P was fired at a unit. Followed the rules on page 40 for GMS die
rolls and got a 'fully effective' result. However the rules say that the
number of potential hits are determined by dividing the total firer dice by
the range dice
- GMS's don't have a range dice! How do I determine the number of hits?
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> On Fri, 2 Apr 1999, Keith Jones wrote:
> Played first game of SG2 and enjoyed it but we had a situation where a
> GMS/P was fired at a unit.
Short answer: You don't.
Long answer: GMS are not anti-personnel weapons. They can engage point
targets (vehicles, bunkers, etc) but not squads. When firing GMS at vehicles
or other point targets, roll GMS system & firer quality (two die) VS target's
ECM, instead of the usual range die procedure. See the SG2 Quick Ref card
under "Fire Combat" for details on resolving hits.
IAVRs can be fired as oneshot anti-personnel weapons; just add one d10
to your normal handful of firing die. GMSs, however, do not have an
anti-personnel mode.
Hope this helps,
OK, so far we've seen a quote from teh SG Rules to the effect taht you CAN'T
engage an infantry target with GMS/P and another that you can't
EFFECTIVELY engage infantry. Well, the straight answer to your question is
divide the defenders die type into the total score of the attackers dice.
Now onto what others have picked on as teh thread for discussion. I seem to
recall a discussion along these lines about a year ago.
Have a close look at the rules and it doesn't actually state that you can't
engage infantry with a GMS weapon. But the beauty of SG is how you play it
without the "the rules say...." or the "the rules don't say I
can't....."
approach.
Quite obviosuly you can engage an infantry target with ANY weapons system. Set
up a Milan, acquire an infantry squad in the open and of course you CAN fire
your missile. Total waste of a tank killer round though. And quite likely
you'll not do much in the way of casualties compare to the effect of a MAG58
or M60. But you CAN do it.
Realistically your squads should not be engaging infantry with a GMS if they
are in the open or in soft cover or if there is a LIKELY armour threat.
However if the enemy is situated in a hardened defensive position such as a
bunker or prepared building it may be a differnet story. If there are no
IAVR's in the squad then of course you'd use your best asset to take the enemy
out! The GMS!!
IMHO the SG rules set is good because it is flexible and a reasonable
simulation of small unit engagements when played in the spirit of the game.
Cheers,
Owen G
[quoted original message omitted]
Remember the British troops fighting in the Falklands war used guided missiles
against infantry... I seem to remember reading there was an incident in which
Argentinian trenches and machine gun bunkers were
attacked by British guided missile teams, to great effect - primarily
'cause it freaked the Argentinians out. I think this was when the British
officer went forward to accept a surrender and was machinegunned. The
British soldiers said "right, then" and opened up with their anti-tank
missiles, and the Argentinians quickly abandoned their positions.
At the least, being shot at by one of these things may have morale effects,
at the very least supressing the target momentarily - and there is
always some chance that it could cause damage. If the rocket weighs 10 lbs and
has a HEAT warhead, and it hits near a troop unit moving at a couple thousand
miles per hour, it will at least create some shrapnel by destroying what it
hits and from the warhead casing itself. Obviously it is really unlikely to
actually hit a single person, but if it did hit close to someone, it could
cause serious damage.
> From a "rules" point of view, look at page 40 of the SG2 rulebook.
Under "guided missile fire" it says that the GMS/P can't add in to
small-arms fire resolution (unlike a buzz-bomb). It doesn't say that
you
can't fire at infantry, just that you must fire the GMS/P as a separate
fire action.
If you can do damage to infantry with an IAVR (firepower d10, impact d12
according to chart on page 34, though the text on page 40 says it has
firepower d8) shouldn't you be able to do damage to infantry with a
GMS/P?
The only real difference between the two is in size of rocket motor and
guidance package. The warheads are the same (d12, d12x2 for major hit).
I would suggest that if you fire a GMS/P vs infantry, one of two methods
might be used to resolve the fire:
1. you should roll quality die and guidance die vs. target ECM (d4 for "none"
unless you have an ew specialist with the target squad) to see if it hits. If
so, then as Owen pointed out, you divide the defender's die type into the
attacker total to see how many troops are hit. Then use impact of
the GMS/P - usually d12 - to resolve damage. Let's look at a "typical"
example. If you take a regular unit firing a GMS/P with "enhanced" (d8)
guidance against an infantry squad in hard cover you would be rolling 2d8 vs
1d6 (assuming the infantry doesn't have ECM). Rolls are average, with 4 and 5
on the d8's and 4 on the d6. Unit is supressed, no casualties. If the defender
rolls a 3 on the d6 then he is supressed, and suffers 1 potential casualty, 2
if roll 1 through 3 on a d6. Impact is d12, but 'cause in hard cover the
armour is shifted up two dice. Not the end of the world. Worst case scenario
is the missile hitting troops in the open and
rolling well - could do lots of damage. Not any better than an IAVR
though.
Saying an IAVR will damage troops but a GMS/P won't, when they use the
same warhead, doesn't make any sense. I don't see any problem with limiting
how
effective the GMS/P is - particularly with respect to range - vs
infantry, but it should be able to do *something*.
2. An alternative might be to treat the GMS/P as an IAVR for the
purposes of attacking dispursed infantry, using guidance die instead of FP
die, but defender using range die as per normal. Or say that the guidance
system of the missile gives some benefit to the user, so the rangebands are
2xquality, same as with a sniper (not unlimited, 'cause target is really
small, but better than normal 'cause of sighting systems). The missile must be
fired as a separate fire action. Cover shifts range die as per small arms
fire.
Anyway, my $0.02.
Adrian
Quite obviosuly you can engage an infantry target with ANY
> weapons system. Set up a Milan, acquire an infantry squad in the open
> Remember the British troops fighting in the Falklands war used guided
If the Argentinians were fighting from trenches and sandbagged positions, much
like a BUNKER, a antitank missile would be just the right weapon to destroy
their BUNKER. This situation of destroying a POINT target with an antitank
weapon is covered in the Star Grunt rules. I don't think there's any need to
write up special rules to cover this kind of situation. If you firing an
antitank weapon at a infantry team, dice randomly for which figure is hit and
remove it from play.
Just look under "Heavy Weapons against dispersed targets", can't remember the
page, but it's in the vehicles section of SG. All heavy weapons fired against
infantry (including GMS systems) use d8 impact regardless of actual damage
potential. It makes it ineffecient when
firing a GMS/L at the mongrels, but you have to take what you can
get....
[quoted original message omitted]