(SG2)Gunfight at the semi-OK Cor-Ral, really...

10 posts ยท Dec 9 2002 to Dec 10 2002

From: David L. Dunn - DLD Productions <david@d...>

Date: Mon, 09 Dec 2002 12:01:02 -0800

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

> Date: Sat, 07 Dec 2002 12:48:03 -0000

Okay,..........so........basically, ..........if there are 4 guys with
M16's, (read Advanced Assault Rifles), and a.50 cal for support, firing at a
bunch
of numb-skulls in
the open, the .50 has no "impact value" on the numb-skulls in the open,
when it comes time to divvy up potential hits. Curious.
Tell that to the numb-skulls. Beg to differ......a .50 cal can punch a
whole right through
a M-113.  Armored Personnel Carrier. Been there, done that.  Imagine,
trying to convince
the numb-skulls that the .50 cal is only there to scare you. It won't
"really" do anything to you, so ignore it. D'OH!:o Seems to me, that if the
potential hits are an even number, that the shots should be split up between
the support weapon and the rifles being used. Or, if it's an odd number of
hits, that they should be split as even as possible, then the odd shot would
be rolled
off, 1-3 Assault Rifles, 4-6 SAW. (A hit of 1 would be dealt the same
way.)
<Bing!> I smell a house rule forming...............

From: Laserlight <laserlight@q...>

Date: Mon, 9 Dec 2002 15:30:16 -0500

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

David said:
> Seems to me, that if the potential hits are an even number, that the
Or, if it's an odd number of hits, that they should be split as even as
possible, then the odd shot would be rolled off, 1-3 Assault Rifles, 4-6
SAW. (A hit of 1 would be dealt the same way.)

In our recent PBEM game, IIRC Roger's NSL squad was on the receiving end of an
Islamic Fed squad as follows:
D6 (QD) + D10 (5 ARs) + D12 (AGL) + D10 (SAW) + D8 (IAVR)
Roll result was D6 = 3, D10 = 8, D12 = 9, D10 = 9, D8 = 3. Roger's roll was 6,
and there were three casualties. How would you divide them?

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

Date: Mon, 09 Dec 2002 15:49:45 -0600

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

On Mon, 09 Dec 2002 12:01:02 -0800, "David L. Dunn - DLD Productions"
> <david@dldproductions.com> wrote:

> Tell that to the numb-skulls. Beg to differ......a .50 cal can punch a

It's one of those simplifications in SG2. Sure, the machine gun should have
some impact value. On the other hand, SG2 abstracts a lot of stuff. If you
assume that the machine gun is in the base fire team, pinning the enemy down,
while the other fire team in the squad is able to maneouvre around and do the
actual killing, you have a pretty good idea of what happens with SG2 combat
results.

From: Michael Brown <mwbrown@s...>

Date: Mon, 9 Dec 2002 18:58:24 -0800

Subject: RE: (SG2)Gunfight at the semi-OK Cor-Ral, really...

1 hit from AR, 1 from AGL and 1 from SAW. Those being the dice that exceeded
the target.

Michael Brown

[quoted original message omitted]

From: Steve Pugh <steve@p...>

Date: Tue, 10 Dec 2002 10:21:42 -0000

Subject: RE: (SG2)Gunfight at the semi-OK Cor-Ral, really...

> Michael Brown wrote:

Even if there's, extreme example, twenty rifles and one SAW?

> Or, if it's an odd number of hits, that they should be split as even

I assume that casulaties means potential hits in this context?

> How would you divide them?

And if the qaulity die had beaten the target, what then? Or if there had been
four potential hits? Dice that fail to beat the target still contribute
towards the number of hits.

There's already a mechanism in SG2 that avoids the problem of mixed
Impact values in a squad's fire - the Quick and Dirty Option from
pp36-37.

From: Laserlight <laserlight@q...>

Date: Tue, 10 Dec 2002 10:02:01 -0500

Subject: RE: (SG2)Gunfight at the semi-OK Cor-Ral, really...

Moi:
> In our recent PBEM game, IIRC Roger's NSL squad was on the

Steve:
> I assume that casulaties means potential hits in this context?

Should have said "Three hits to check against armor". Actually it was 3.2 but
the.2 didn't come through for me.

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

Date: Tue, 10 Dec 2002 09:50:15 -0600

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

On Mon, 9 Dec 2002 18:58:24 -0800, Michael Brown <mwbrown@sonic.net>
wrote:

> 1 hit from AR, 1 from AGL and 1 from SAW. Those being the dice that

Ew! Then you have to have different coloured dice for each weapon (and some of
us already have dice colour coded to quality level), or you have to roll each
weapon die separately. This _will_ bog the game down...

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

Date: Tue, 10 Dec 2002 09:51:32 -0600

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

On Tue, 10 Dec 2002 10:02:01 -0500, "laserlight@quixnet.net"
> <laserlight@quixnet.net> wrote:

> Should have said "Three hits to check against armor". Actually it was

Just to be pedantic, the SG2 term is "potential casualties"...

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

Date: Tue, 10 Dec 2002 10:03:05 -0600

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

> On Tue, 10 Dec 2002 10:21:42 -0000, "Steve Pugh" <steve@pugh.net> wrote:

> There's already a mechanism in SG2 that avoids the problem of mixed

The problem with the Quick and Dirty option is that it comes up with results
that are significantly different from the main rules. The Quick and Dirty
option actually has armour less useful at longer ranges than at closer ranges,
the exact opposite of what you would expect.

In the Q&D option you roll the attack dice as normal, versus a range die.
However, if there is a hit you divide the total of the attack dice by the
armour die for the _actual_ number of casualties. In normal SG2 combat,
range has no effect on armour. It has an affect on potential casualties, but
not armour. Impact versus armour is exactly the same at Range Band 1 as at
RB5. In the Quick and Dirty option, it has a big effect. Since you have to
roll at
least two dice greater than the range die to hit, the total will -- on
average
-- have to be higher at long range (in order to beat the larger range
die) than at short range. You then divide the total by the armour die, a value
that doesn't change with range. This means that you'll hit less often at long
range, but when you _do_ hit the number of potential casualties will be
higher.

Chris Deboe, however, came up with a really good method of fixing this. He
subtracted the range die type from the total rolled _before_ dividing by
the armour die. I've tested this a little bit and it works, and it is faster
than the normal resolution method. And, now, it has the added effect that you
don't
have to worry about the armour/impact simplification inherent in the
normal rules.

From: Steve Pugh <steve@p...>

Date: Tue, 10 Dec 2002 16:05:47 -0000

Subject: Re: (SG2)Gunfight at the semi-OK Cor-Ral, really...

> On 10 Dec 2002 at 9:51, Allan Goodall wrote:

To be even more pedantic it's "POTENTIAL HITS"...