Two questions here.
1. I put 2 size two dffgs on a vehicle, can the operator choose to fire them
seperately (using 2 actions) or together (using 1 action)?
2. He fires at troops, am I reading things correctly that if he hits the
troops will roll armor and he will roll a d8 for impact? The impact for
weapons designed for point targets doesn't depend on size when used against
dispersed units (troops)?
Assuming these two are true the "best" use of this vehicle seems to be to pick
a problem unit and fire your DFFG's separately against that unit. If you
achieve any casualties that's wonderful, however, what you are expecting is at
least 1 suppression and probably 2.
Am I on the right track here?
1. It depends on how you mounted them. If it's a twin mount (ie: twin
turret), then they're fired together using 1 action (Q + FC + FC). If
they're mounted separately, then they can only be fire using to separate fire
actions. Overall the twin mount is more efficient, but you need to use you
other action to avoid wastage (movement is good)
2. In SG, any vehicle FC weapon rolls d8 impact against infantry, regardless
of the weapon type or class (ground fragmentation, etc). It's slightly
different in DS, as all vehicle FC weapons draw 2 chits, except for the DFFG
which draws 3 against infantry?!?
'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
> -----Original Message-----
In DSII slam chit draws against infantry are based on size class which is
three to five. Effective when in range.
Mike
Michael Miserendino Senior Software Engineer Lincoln Re mtmiserendino@lnc.com
> owner-gzg-l@CSUA.Berkeley.EDU at internet 10/19 7:01 PM >>>
1. It depends on how you mounted them. If it's a twin mount (ie: twin
turret), then they're fired together using 1 action (Q + FC + FC). If
they're mounted separately, then they can only be fire using to separate fire
actions. Overall the twin mount is more efficient, but you need to use you
other action to avoid wastage (movement is good)
2. In SG, any vehicle FC weapon rolls d8 impact against infantry, regardless
of the weapon type or class (ground fragmentation, etc). It's slightly
different in DS, as all vehicle FC weapons draw 2 chits, except for the DFFG
which draws 3 against infantry?!?
'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
> -----Original Message-----
> 1. It depends on how you mounted them. If it's a twin mount (ie:
twin
> turret), then they're fired together using 1 action (Q + FC + FC). If
If they are sighted at the same impact point, why would you roll two separate
FC die? Same FC system guides both weapons... think about a quad
.50 cal anti-aircraft mount - you have ONE FC system for all of the
weapons....
In the case of a turret mounting two DFFGs, one would assume they are made to
be fired together at the same target, so roll a Quality die and a *single* FC
die. But since there are two weapons firing, if there is a hit, the IMPACTs
would be rolled separately.
Alternately, the FC system might be set up to fire each of the DFFGs
separately using the same FC, but from a game mechanic point of view, you
couldn't fire them with the same ACTION. You would have to roll (Q +
FC) for the first weapon, resolve the hit, and then spend a separate action to
fire the other weapon. This is kind of unusual though - the only reason
to have two of the same kind of weapon in the same turret with the same FC
system is to maximize the potential damage, so they'd fire together... On the
other hand, maybe with weapons like the DFFG they need time to cool between
shots, so you put two in the turret to increase your fire
rate.....
Anyway, in the case described in the question, you should roll ONE hit for
the combined weapons (Q + FC) and impact for the weapons SEPARATELY.
I don't think there is any occasion covered by the rules that you would see
more than ONE FC die being rolled in a single fire action.
When infantry fire and add in support weapons, you can have more than one
FIREPOWER die (Quality, squad rifles' firepower, SAW firepower, IAVR firepower
if used, etc), but that is the only case where there would be more than 2 dice
used in the FIREPOWER roll. Never with vehicle FC systems.
> 2. In SG, any vehicle FC weapon rolls d8 impact against infantry,
It's
> slightly different in DS, as all vehicle FC weapons draw 2 chits,
Ummm...
not quite.
The d8 impact against infantry is for anti-armour weapons used against
infantry. If the heavy weapon is an anti-infantry specific weapon, or
uses
anti-infantry ammunition, then you use the impact as it is listed. Now,
this is kind of vague, 'cause most of the heavy weapons listed in the rules
are anti-tank anyway, but what the rule in the book says (pg 40) about
using d8 impact is specific to situations when "a tank or other heavy
combat vehicle needs or wished to fire its 'main" direct-fire armament
against an infantry target; this IS possible, but is generally not very
effective...." etc.
An example would be the RFAC. We know that an RFAC size class 1 is basically a
50 cal machinegun, or a 20mm autocannon. Any soldier on the
list will tell you that the 50 cal mg makes a devestating anti-infantry
weapon, and there's no way its impact value would not go DOWN vs an infantry
target, compared to its impact on a truck, for example.
An IAVR has an impact of d12 vs dispersed targets (infantry) making it rather
devastating (pg 34). If a vehicle mounted heavy weapon fires a round with a
warhead with similar effectiveness (considering that the IAVR
is really an anti-ARMOUR weapon), why would it do LESS damage?
In any case, the question was about DFFG's used against infantry. In this
case, where the weapon is SPECIFICALLY a direct-fire weapon for point
targets (anti-armour) the impact damage is d8 vs. infantry...
What we need are some more designs for warhead types/weapon types for
anti-infantry heavy weapons - since there are few/none in the book.....
> 'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
You've lost me with some of your reasoning.
1. I don't think SG actually covers the mechanics for multiple mount weapons
(have to check my book), but it is covered under DS. The main benefit of
rolling an extra die is the increased chance of a major impact result. For
PSB, you need to take into account that there is always some minor variation
in the barrels' alignment, which could be enough to cause 1 shot to hit & 1 to
miss, especially over long ranges (and also there is usually some sort of
separation to allow cooling of the barrel). Also keep in mind that the
mechanics between dispersed fire (multiple hits) & point fire (single hit) are
slightly different.
2. Only the weapons listed in the fire combat rules are specifically
anti-infantry. Although the RFAC/1 may be a more powerful version of a
SAW, for abstraction and playability. Also, if you check the PSB about the
IAVR I remember it mentioning somewhere that there are 2 settings for the
warhead
which can be dialed, anti-infantry & anti-armour.
Also keep in mind that vehicle weapons are designed to take out other
vehicles, which usually means direct impact. It can be difficult to get
through heavy armour using a proximity fuse alone...
The best anti-infantry weapon in SG is another infantryman, or a good
artillery barrage.
'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
> -----Original Message-----
twin
> >turret), then they're fired together using 1 action (Q + FC + FC).
> On 20-Oct-99 at 23:06, Adrian Johnson (ajohnson@idirect.com) wrote:
twin
> >turret), then they're fired together using 1 action (Q + FC + FC).
If
> >they're mounted separately, then they can only be fire using to
On
> the other hand, maybe with weapons like the DFFG they need time to
OK, what should I use? I'm putting together a AT-ST (chickenwalker) for
a star wars scenario. I need to simulate the big blasters it fires. I want
them to be effective, but not as powerful as the quad SAW that Mr.Barclay
suggested (ouch). I could put two in a turret with seperate fire controls
taking two actions as if I have them chained I might as well turn one off.
Size 2, the rest is open.
I don't do SG very often, so you can take this for what it's worth.
The AT-ST did not seem to be very effective in the movie. It was
effective mainly against targets that were trying to hide. Note the lack of
anti-tank
weapons by the rebels.
I would suggest that if the opposition is lacking in anti-tank weapons,
that
the AT-ST (or any armored unit) would act as a terror weapon causing a
confidence check when it gets within a certain range (your small arms fire
can't hurt it, but it may get lucky and hit you with its big clumsy gun). Or
any units without anti-tank weapons become suppressed within a certain
range
of the AT-ST (same reason).
The AT-ST seemed to either have a HEL or a DFFG. Since HEL's are so
ineffective vs infantry, I would go with a small (1 or 2) DFFG. I would give
the AT-ST a lot of electronic stuff (as it was meant to be a scout) such
as ECM, PDS, Stealth, etc.
-----
Brian Bell
brian_bell@dscc.dla.mil
bkb@beol.net
http://members.xoom.com/rlyehable/sg2/
-----
> -----Original Message-----
If
> > >they're mounted separately, then they can only be fire using to
for
> a star wars scenario. I need to simulate the big blasters it fires.
[quoted original message omitted]