From: Thomas Barclay <Thomas.Barclay@s...>
Date: Fri, 19 Jul 2002 03:17:06 -0400
Subject: [SG2] Vehicles and Heavy Weapons
1) Mr.Johnson, my Factor will attend to the arrangement of details. As the challenged party, you have the right to declare our use of waffles. Might I humbly suggest an appropriate fruit such as blueberries or strawberries as an augmentation? Of course, the loser of the duel must render unto the winner the cost of breakfast. And yes, I was tawkin to yoo, ya Tron-tonian! ;) 2) Silliness aside: If anyone has seen modern weapons stabilization (let alone that of 2183), I can't imagine why you'd penalize a fire on the move. You might argue it from game balance, but that shouldn't be required. What are the hazards of movement? Being spotted (easier), having a harder time spotting (very bad), drawing attention to yourself (target priority rules), and of course it takes you out of cover and exposes you to all sorts of reaction fire or overwatch shots. I'm not sure I'd penalize stabilized weapons at all. I've seen an M-1 bouncing over terrain that made the hull sway and buck like a rowboat in a high sea state, and the main gun was rock solid and pointed at its target.... I don't think things are likely to get feebler in the future. 3) Adrian has an interesting idea. Let's try out another form: I fire my RFAC at PA. I get the following two results: Suppression or hits. If I get hits, roll the first one as 2d10 (assume RFAC/1) and the others as D8. That grants one contact hit and fragmentation effects. That might give a reasonable compromise. Pretty good chance of killing one soldier and maybe wounding some others. 3) Another interesting bone to pick: PA not getting cover benefits to armour. They have D12 armour, sure, but if I'm PA behind a brick wall, I'm arguably better off than PA in the open. If we allow an open shift on armour to 2d6 and 2d8 or d16 and d20 or something (details fuzzy in my head now), then PA could still benefit from cover. An earth berm or a concrete wall should still give cover benefits! 4) Allan has an interesting idea. Another approach might be to say that range bands are 12" for no FC, 16" for basic, 20" for enhanced, and 24" for superior. This then makes groundmounts without FC able to get 12" range as well as pintle mounts, but a remote mount MG/RFAC could apply for at least a 16" range due to the built in target stabilization gear. Don't get me wrong, I like unit quality to matter, but I get the impression that DS2 weapons ranges were more determined by technology (at a certain point, your FC probably matters moreso than your skills in determining when a weapon can hit). 5) Allan said: Chris mentioned the problem of a vehicle moving 24" and then the squad racing forward another 12" (I don't think he put these numbers to it, but that's the maximum: two move actions for the vehicle, 6" free disembark range for the troops, 1 troop move action of 6"). [Tomb] Um, what if both did combat moves? Let's take another situation. The vehicle wants to move up 12", disgorge the infantry, and then move another 12" into a safe location. You can do this with the current system. [Tomb] Not necessarily. What if the position you want to move to is 12" forward (the endpoint of the first vehicle move) and 12" out to the side. Your 12" disgorge from end of move will not (because it is the hypoteneuse, assuming you head for the point you wanted to get to) allow you to arrive there. You'll come up and inch or two short. Allan also said: If you let the vehicle pay the cost of disembarking the troops, the vehicle moves and then they jump out 6". They are now _out of the vehicle_. They are no longer vulnerable. Unless you use overwatch rules (and not everyone does), you won't have that moment of vulnerability. [Tomb] Agree. But what if I, as a vehicle, want to drive half my available move and disgorge my troops? I'm giving up half my movement range in exchange for removing this vulnerability (assume no overwatch...). Isn't that a valid trade off? I'm choosing caution. I'm spending an even smaller percentage of my turn moving in exchange for wanting my troops out sooner (for their safety). Allan also said: Chris points out that in most cases there's no reason to do a combat move. The average isn't really worth it. I've decided to give a combat move a die shift up on the range band if attacked while moving. I would do the same die shift up for doing a combat move while firing (which would give the range band two die shifts up for vehicles). [Tomb] Oddly, I think I may have been the one to bring this up first years ago. For long and weary, I've been toying with giving a die shift to combat moving units. I have two problems with this (as someone who has tried it). It reduces already easily reducible range bands yet again (not great) and it presumes that non-combat move would be the default in the game, which mostly revolves around combat. It strikes me we should take the other tack: Anyone NOT engaging in a combat move is fired at as if 1 range band closer. This makes effective infantry range a bit LONGER instead of shorter, and makes the default move a combat move. Try it out... it makes for a more exciting game.