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Mar 15, 1997, 3:00:00 AM3/15/97
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heavygear-digest Friday, March 14 1997 Volume 02 : Number 271

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| This edition contains the following topics:
|=======================================================
Re: [HGML] Rules Questions
Re: [HGML] Mood Music?
Re: [HGML][Venus Wars] Questions.
Re: [HGML][Venus Wars] Questions.
Re: [HGML] Mood Music?
Re: [HGML][Venus Wars] Questions.
Re: [HGML] Rules Questions
Re: [HGML] Rules Questions
Re: [HGML] [Design] Charlemagne-TD
[HGML] [Design] NT-5 Maxim
Re: [HGML][DESIGN] Viper Light Scout Tank
[HGML] Music
[HGML] Music
[HGML] [TAC] Fighting Group Design Theory
Re: [HGML][RULES] Suggested change to LOS in 3D miniature rules
Re: [HGML] Mood Music?
Re: [HGML][Venus Wars] Questions.
RE: [HGML] [Design] NT-5 Maxim
Re: [HGML] [TAC] Fighting Group Design Theory
Re: [HGML] [Design] NT-5 Maxim
Re: [HGML] [TAC] Fighting Group Design Theory
Re: [HGML] Music
Re: [HGML] Mood Music?
Re: [HGML] [DESIGN} ST-98 Mongol
[HGML] FW:(HUMOR) A few bumper stickers...
RE: [HGML] Rules Questions
Re: [HGML][Venus Wars] Questions.
[HGML] Rules questions

----------------------------------------------------------------------

Date: Fri, 14 Mar 1997 09:01:44 -0800
From: "Lloyd D. Jessee" <jes...@iquest.net>
Subject: Re: [HGML] Rules Questions

>Howdy folks!

Hello....

>How do you determine threat value for skills? What I mean is,
- -snip-

Cant help you here, but the way you described sounds good...

>And...
>If one infantry trooper is carrying a Target Designator and eight
>are carrying 7mm assault rifles, and one is carrying a 50mm rocket,
>does the stand get to make 3 attacks instead of 2, or must it
>choose 2 of the 3 possible weapons to use? In line with this,
>can an infantry unit fire at seperate targets with its two attacks?

Well...Sure, you get multiple attacks....and since they are individuals
making up a unit, then attacking different targets would be allowed...

>Also...
>What happens in the case of double negative rolls? Example:
>defending player rolls a modified -4 while attacking player
>rolls a modified -2. Is there a hit with MOS 2, or does a
>negative action test fail automatically. What if the defender
>fumbles a defense test and the attacker gets a -2?

Minimum modified role is 0....thus, both are 0, and the defender wins in a
tie...

A fumble is 0....

My opinion...

>Lastly, for John D. Prins...
>In your alternate 3-phase rules, are you proposing that each
>unit receive an action each phase? If not, your wording could
>be made more clear (i.e. under Second Movement Segment, change
>the bit that says "an action" to something more singular.)

Singular? "an action" in american (do not know Queens English) is very
singular. Maybe you meant that he should clearify the number of actions a
unit can tank through out the whole round or turn, right?

>Thanks in advance for any insights.

Sure, Hope I helped.

>SeeYa,
>Foolkiller
>cwa...@cwo.com


Lloyd Doug Jessee | Jesster
System Engineer | jes...@iquest.net
Truevision INC | Silhouette (and general DP9) FanBoy
http://www.iquest.net/~jesster/index.html

Quote-
"...Do not beg to be put in the Shadow of the Gods..."

------------------------------

Date: Fri, 14 Mar 1997 09:07:10 -0800
From: "Lloyd D. Jessee" <jes...@iquest.net>
Subject: Re: [HGML] Mood Music?

- -snip-
> Well I know I'm gonna date myself with this but I still like the claasics
>for HG, Pink Flyod, Moody Blues, Alan Parsons Project, Led Zeplin, Def
>Lepoard, some AC-DC, and if I really want to go back some old Beatles and
>Rolling Stones. No feeling in the world like hearing Comforatbly Numb by
>Pink Floyd as you watch your Support Cobra go up in flames.

Dogs of War!!!

That song RULES for battle...

I have found it impossible to get a gaming group to listen to background
music...
They complain about not being able to hear or concentrate....

I have no problems hearing them, nor concentrating, and I have the worst
hearing damage of any of those I have ever gamed with.

Anybody else run into people refusing to listen to music?

>Hugh


Lloyd Doug Jessee | Jesster
System Engineer | jes...@iquest.net
Truevision INC | Silhouette (and general DP9) FanBoy
http://www.iquest.net/~jesster/index.html

Quote-
"...Do not beg to be put in the Shadow of the Gods..."

------------------------------

Date: Fri, 14 Mar 1997 09:15:19 -0800
From: "Lloyd D. Jessee" <jes...@iquest.net>
Subject: Re: [HGML][Venus Wars] Questions.

- -snip-
>> I am trying to figure out how to make this in Heavy Gear.
>> I want to make an insect version or even a spider version (6 or 8 'legs').
>> I think it woudl make a really cool scout/recon vehicle.
>> Anybody have any Thoughts on this?? Care to share them?
> Hmmm... fast ground movement as a primary movement system, slower
>walker as a secondary, maneuver +1 or better. Exposed movement system,
>low profile (can squat down when rolling). Light armor. Possibly
>climbing equipment (I seem to remember seeing it crawl up something, but
>it's been at least a year since I've seen Venus Wars)

So, ground movement as primary, walker as secondary, exposed movement, man
+1... low profile, light armor (maybe about hunter level or lower)...

I remembering it climbing up on something also...

> How does that sound for starts?
> I always thought the monocycles with the railguns were cool.
>Didin't someone on this list do a conversion on that before?

I thought Jonboy!(I am a Cat) posted it a LONG time ago...

So, Jonboy, do you have any comments? Anyone else?

> Synge

Thanks...

Lloyd Doug Jessee | Jesster
System Engineer | jes...@iquest.net
Truevision INC | Silhouette (and general DP9) FanBoy
http://www.iquest.net/~jesster/index.html

Quote-
"...Do not beg to be put in the Shadow of the Gods..."

------------------------------

Date: Fri, 14 Mar 1997 09:53:59 -0500
From: IMP <stbr...@indiana.edu>
Subject: Re: [HGML][Venus Wars] Questions.

> The monos packed smoke, a six-shot railgun, and a light machinegun.
> That's the problem with HG at the moment: no really small railguns.
> Maybe a Heavy Rifle (size 5 vehicle could carry 5 shots, almost right) or
> a laser cannon (I know, totally wrong weapon) in its place?

it doesn't matter if it is the wrong weapon! heavy gear is awesome for
many many reasosn, but perhaps the best is that the design rules allow
lots of room for interpretation at times. i thnk the rulebook even
states that the weapons do not have to be what they are listed as, but
just something that powerful. it is a representative design system
where you use what profiles you want, and call the weapon anything.

- --
IMP mailto:stbr...@indiana.edu
HOME PAGE http://php.indiana.edu/~stbradfo/home.html
IMP INDUSTRIES INTERPLANETARY mailto:i...@juno.com
*band*publications*games*ideas*

------------------------------

Date: Fri, 14 Mar 1997 16:09:03 +0100 (MET)
From: Roggeman Patrick <pat...@kava.be>
Subject: Re: [HGML] Mood Music?

"Ride of the Valkyries" Wagner


Patrick "some people love the smell of Napalm in the morning"

(Don't know if I got this one right:)

------------------------------

Date: Fri, 14 Mar 1997 07:20:21 -0800 (PST)
From: Pierre Bourque <pbou...@wsunix.wsu.edu>
Subject: Re: [HGML][Venus Wars] Questions.

On Fri, 14 Mar 1997, I Am A Cat wrote:

> On Thu, 13 Mar 1997, Trent Di Renna wrote:
>
> > Then there were the "monos", which were these tiny bikes which mounted a
> > tiny gun....which could somehow mess up an octo severely. I still don't
> > know how they did it. :-)
>
> The monos packed smoke, a six-shot railgun, and a light machinegun.
> That's the problem with HG at the moment: no really small railguns.
> Maybe a Heavy Rifle (size 5 vehicle could carry 5 shots, almost right) or
> a laser cannon (I know, totally wrong weapon) in its place?

The MRF or HRF would be the best way to emulate a superlight RG... The
damage isn't that much worse (x12 HRF vs x14 LRG)... And the range isn't
that big of a deal...

Anybody else think we need a VHRF? I mean, we've got all that lovely VHAC
ammo lying around, somebody has to have figured out a rifle
mounting/semiauto variant.

I s'pose we could guesstimate one using those homebrewed TV formulas that
showed up here a ways back... My guess on the VHRF would be something
like x15 4/8/16/32 and 289 TV. Or make it the easy way and keep the same
stats as the VHAC, and it'd be 252TV +1.01/shot...

> Jonboy: the Signature -- collect all 35!

Pierre

------------------------------

Date: Fri, 14 Mar 1997 07:34:35 -0800
From: Foolkiller <cwa...@cwo.com>
Subject: Re: [HGML] Rules Questions

Lloyd D. Jessee wrote:
>
> >Howdy folks!
>
> Hello....
>
> Minimum modified role is 0....thus, both are 0, and the defender wins in a
> tie...

Sure is. Right there on page 10, huh? Boy do I feel sheepish!


> >Lastly, for John D. Prins...
> >In your alternate 3-phase rules, are you proposing that each
> >unit receive an action each phase? If not, your wording could
> >be made more clear (i.e. under Second Movement Segment, change
> >the bit that says "an action" to something more singular.)
>
> Singular? "an action" in american (do not know Queens English) is very
> singular. Maybe you meant that he should clearify the number of actions a
> unit can tank through out the whole round or turn, right?

You are correct (speaking of poor wording). What I meant is, do you get
one action per phase (total = 3) or 1 action for the TURN (barring any declared
extra actions or actions bought with Command Points)? I meant singular
in the sense of saying "its action" or something to that effect.

Thanks again!

SeeYa,
Foolkiller
cwa...@cwo.com

------------------------------

Date: Fri, 14 Mar 1997 10:56:26 -0500 (EST)
From: jpr...@interhop.net (John and Ron Prins)
Subject: Re: [HGML] Rules Questions

>If one infantry trooper is carrying a Target Designator and eight
>are carrying 7mm assault rifles, and one is carrying a 50mm rocket,
>does the stand get to make 3 attacks instead of 2, or must it
>choose 2 of the 3 possible weapons to use?

Infantry units get one action, but they can attack twice on that action. So
yes, it's the 2 out of 3. Unless that infantry unit declares extra
actions...which I'm not sure you can but can't find anything against it.

>In line with this,
>can an infantry unit fire at seperate targets with its two attacks?

Sure.

>What happens in the case of double negative rolls? Example:
>defending player rolls a modified -4 while attacking player
>rolls a modified -2.

Rolls cannot go below zero, ever. So the defender rolled 0, the attacker
rolled 0, for a MOS of 0, and only ammo gets wasted.

>Lastly, for John D. Prins...
>
>In your alternate 3-phase rules, are you proposing that each
>unit receive an action each phase? If not, your wording could
>be made more clear (i.e. under Second Movement Segment, change
>the bit that says "an action" to something more singular.)

A unit gets an _opportunity_ to expend an action (or even more than one
action) during each movement segment. However, you're still subject to the
number of declared actions you made in the declaration phase - if you
declared one action only, you have ONE action for that turn, though you
could spend it in any one of the three phases.

So you could use your action in the first movement segement and get a quick
shot off, or wait for the third segment when the enemy is nice and close. If
you declared two actions, you could use BOTH of them in the first segment,
or one in the first, one in the second, or two in the second, etc., etc., etc.

I though I was clear enough....

- ----------------------------------------------------------------------------
"Having an IQ of 188 and being duped by a canine doesn't do much for the
ego."
- -Gold Digger
- ----------------------------------------------------------------------------
John D. Prins
jpr...@interhop.net

------------------------------

Date: Fri, 14 Mar 1997 10:21:30 -0600 (CST)
From: ceph...@imsa.edu
Subject: Re: [HGML] [Design] Charlemagne-TD

On Wed, 12 Mar 1997 HAR...@mailgate.navsses.navy.mil wrote:

> Unit Designation AST Charlemagne-TD-B Vehicle Type Tank
> Destroyer
>
> Actual Size 13 36,500 kg Combat Weight

Uh, this is a problem here. A size thirteen vehicle weighs in at
53-65 tons, according to the HGRB. To weigh 36.5 tons, it would have to be
a size eleven...

J.J.P.

------------------------------

Date: Fri, 14 Mar 1997 10:55:27 -0600 (CST)
From: ceph...@imsa.edu
Subject: [HGML] [Design] NT-5 Maxim

Hiya, this is my first posted design to the HGML. Feel free to rip it
apart as necessary. Well, here we go.

Specifications:
Code Name: Maxim Production Code: NT-5
Manufacturer: Various Use: Assault Gun/Tank Destroyer
Height: 2.54 meters Length: 7.4 meters
Average Armor Thickness 370 mm Armor Material: Durasheet w/ ceramic
Powerplant: 2x AGP-865 Gas Turbines Standard Operational Weight: 54,238 kg
Horsepower: 2x 2000 hp Maximum speed on clear ground: 66 kph

Vehicle Description
Type: Maxim Assault Gun Movement:
Threat Value: 2192 Primary movement Mode: Ground
Offensive: 4499.68 Combat Speed: 6
Defensive: 1070.2 Top Speed: (66 kph) 11
Miscellaneous: 1007.54 Secondary Movement Mode: N/A
Size: 13 Combat Speed: -
Original Default Size: 13 Top Speed: -
Crew: 2 Maneuver: -1
Bonus Actions: 2 Deployment Range: 500 km
Cost: 1,096,000
Production Type: Mass-Production Electronics:
Indiv. Lemon Dice: 4 Sensors: 0
Sensor Range: 2 km
Armor: Communication: 0
Light Damage: 40 Communication Range: 15 km
Heavy Damage: 80 Fire Control: 0
Overkill: 120

Perks: Rating: Game Effect:
Automation 2 Acts as two crew members
Autopilot - Acts as level 1 pilot
Backup Sensors - Absorbs first "Sensor" hit
HEAT resistant 7 Add to base armor vs. HEAT weapons
H.E.P. - Desert
Reinforced Armor 5 Front
Stabilizer Mount - Stabilizer for HRG

Flaws: Rating: Game Effect:
Annoyance - Cramped Access Hatches
Annoyance - Rough Ride
Defective Active Sensors 1 Roll vs 1 or suffer -1
Sensor Dependent - Must rely on sensors

No Design Defects.

Weapons: Arc: Qty: Ammo:
HRG FF 1 20
MRP/18 T 2 18/18
APGL T 1 16
MAAC T 1 240

Background:
The Maxim was designed during the WotA as a mobile assault/defensive
weapon to help defend against the CEF invasion. The Maxim is light enough to
be carried by a modified T-626 Orca transport, along with a few friends to help
protect its flanks. The entire vehicle is extremely compact, with well sloped
frontal and side armor. This has the dual advantage of reducing signature and
increasing the effective armor thickness. The Maxim is powered by a pair of
AGP-865 turbines identical to those on the NT-3 Aller MBT, which combined with
its lighter weight and energy needs give it a faster road speed and better
maneuverability compared to the Aller. The suspension, however, can not quite
up with the top speed, and as a result the Maxim gives a very rough ride. The
main weapon is a slightly shortened version of the THOR 10 mm railgun mounted
on the Aller, in a centrreline mount with the commander and driver seated to
either side. Behind the railgun are a pair of vertical launch rocket packs,
carrying eighteen 71 mm rockets each. A topside turret also holds a standard
Kamen Industries AP164 grenade multilauncher, along with a high speed 30 mm
gatling intended for anti-air, although many crews also use it against ground
targets. The orignal plan was to mount a 20 MW pulsed laser in place of the
gatling, but the rough ride tended to knock the optics out of alignment, so the
sturdier gatling was selected. The recoil and the electric fields of the rail-
gun had a minor tendency to mess up active sensor scans, but this fault was
found to be incorrectable.

Variants:
A Maxim-IF was designed for use in rough terran where LOS would be very
difficult to achieve. THis version replaces the HRG with a fixed forward VHFG
with 20 rounds. TV - 2146

Designer Notes:
The Maxim was originally designed as a simple assault gun for use
against "hard" targets. Then I noticed that with the errata for NV2, the
Orca could no longer carry the Aller. As a result, the Maxim evolved into
an air-transportable assault gun which could be deployed relatively quickly
and used in the fast skirmishes that currently make up the majority of TN
combats. The somewhat high -1 maneuver was selected because the Maxim would
be spending most of its time stationary, anyway, in order to fire the HRG.
I justified this by using the Aller's engines in a design half the weight. :)
The Maxim is, like most assault guns, vulnerable to flanking, although the
turret mounted MRPs and MAAC help to alleviate this problem. Still, the Maxim
should never be without covering units, which is why the weight works out so
well with the Orca, which can carry an additional 25 tons of vehicles.

Well, what do you guys think?

J.J.P.
ceph...@imsa.edu

------------------------------

Date: Fri, 14 Mar 1997 15:28:31 +0000 (WET)
From: Mike Kelly <mike....@ul.ie>
Subject: Re: [HGML][DESIGN] Viper Light Scout Tank

On Thu, 13 Mar 1997, I Am A Cat wrote:

> On Thu, 13 Mar 1997, Mike Kelly wrote:
>
> > On Wed, 12 Mar 1997, I Am A Cat wrote:
>
> > > You can probably get the military to cough up more if you throw in perks
> > > like that... the asking price per perk goes up alot faster than the number
> > > of perks.
> >
> > Yeah well I figured that the crew wouldn't give a damn about the 7 grand
> > especially when it saves their asses.
>
> For sure. You're size is so low that I'd suggest 'low profile' too, it's
> possible. When I designed an armored car a while back I went with low
> profile, though I might have LOS problems in urban terrain.

Yeah, that might be a good idea, also fitting for it's role, about what
height would be a 'low profile' vehicle be? Less than 2 metres?

> > The American light tracked scout? Hmmm... I was going to call it the Celt
> > but its already gone. The Ceallaigh? Naw, no one would be able to
> > pronounce it, besides it would be a bit arrogant. ;)
>
> There are still the Gauls, the Assyrians, Babylonians, Egyptians (first
> walker-movement MBT! Walk like an Egyptian!)...

Hmmm... I just got my SVC and NVC yesterday and I saw that there was a gear
called the Viper. I'm disgusted that the DP9 bods gave the name celt to a
*truck*!

I think I'll rename it the Gael.

> > Yeah, I suppose its a light tracked scout then... I don't want to make it
> > wheeled, (that would be exposed movement systems, wouldn't it?) and I don't
> > want it have a maneuver rating lower than -1. It's tracked so if it gets any
> > heavier I think it would be less maneuverable.
>
> Huns and Klemms are tracked and size 10 with -1 maneuver. Visigoths are
> size 14 (60t!!) and only have a -2. Maneuver doesn't _have_ to suck, in
> fact it's important to game balance that it isn't all that bad...

Okay, I like the small size. Maybe a maneuver of 0 wouldn't be too
unbelievable?

> > > > WEAPONS Type Arc Ammo Cost Size
> > > > Medium Autocannon MAC T 100 308.7 5
> > > > Anti-Personel G.L APGL L 6 18 2
> > > > Anti-Personel G.L APGL L 6 18 2
> > > > Light Machine Gun LMG T 300 108.65 5
> > >
> > > Nice set of weapons. Kind of like the Caiman.
> >
> > I'm still very tempted to add a linked second MAC. Just for the hell of it.
> > I'm not sure if it's practical though, is it?
>
> I'd say no. That would eat ammo like nobody's business and might not do a
> whole lot of good in terms of combat and damage... a MAAC might be a
> better idea, if you can justify having an anti-aircraft weapon installed
> on a scout car. A variant with a VLFG would be neat though.

Yeah... a MAAC might be a better idea. It'd make a good primary weapon for
a scout as I'd imagine they would be very likely to encounter enemy air
power.

I'm not sure about the VLFG version you could only carry about 12 shots.
Maybe if I replaced the LMG with a LAAC it might be workable.

> BTW the APGLs aren't both on the left, are they?

Ummm... darn, nope. Just on this model... the drivers really paranoid. :)

BTW What side of the road do they drive on in the South?

> Jonboy: the Signature -- collect all 35!
>
> "A chainsaw? That's no way to inspire loyalty. Get a drill press or a
> wood chipper and now you're talking."
> - C. Adam Waschmann
>

Mike Kelly.

------------------------------

Date: Fri, 14 Mar 1997 09:27:49 -0800 (PST)
From: " Tyler Provick" <tylerp...@hotmail.com>
Subject: [HGML] Music

Yes, any punk will do, really. Try movie soundtracks for certain non-combat
situations. I try to stay away from lyrics because my group tends to sing more
then they play.

I like Them Bones by AiC, it's nice and fast
Also, check out the Starwars soundtracks, especially Shadows Of The Empire
which is and enhanced CD, lots fun.

That's all I can think of for now.

Tyler Provick

- ---------------------------------------------------------
Get Your *Web-Based* Free Email at http://www.hotmail.com
- ---------------------------------------------------------

------------------------------

Date: Fri, 14 Mar 1997 09:29:16 -0800 (PST)
From: " Tyler Provick" <tylerp...@hotmail.com>
Subject: [HGML] Music

Yes, any punk will do, really. Try movie soundtracks for certain non-combat
situations. I try to stay away from lyrics because my group tends to sing more
then they play.

I like Them Bones by AiC, it's nice and fast
Also, check out the Starwars soundtracks, especially Shadows Of The Empire
which is and enhanced CD, lots fun.

That's all I can think of for now.

Tyler Provick

- ---------------------------------------------------------
Get Your *Web-Based* Free Email at http://www.hotmail.com
- ---------------------------------------------------------

------------------------------

Date: Fri, 14 Mar 1997 10:33:05 -0700 (MST)
From: Christian Schaller <scha...@LPL.Arizona.EDU>
Subject: [HGML] [TAC] Fighting Group Design Theory

Howdy, all.

One of the things I like the most about HG is that there is an almost
subliminal encouragement to design scenerios (Tac and RPG) that make
sense. I can write Tac scenerios in which the goals are sensible, as
opposed to 'blow the hell out of the other side before it blows you to
hell!' which is about all I could ever do with BattleTech...

My problem is in designing fighting groups, such as infantry squads
(escouades if you're godless :-), tank groups, or Gear squadrons. Some
things are obvious: I wouldn't put a Black Cat in with a bunch of
non-stealth units and call it a squadron. (I'd call it a waste of a
valuable Gear.)

It's the more subtle aspects that I'm having trouble with. For instance,
I've got a Southern paratrooper unit that's going to attack a bunch of
Northies. I could just toss in a six-pack of Mambas, but I kind of want
some variation. So does it make sense to split the unit 50/50 Mambas/Iggy
PTs? Should they have some additional variation in there? When do you
add a fire support unit to a squadron?

So, what I'm asking is this: Does anyone have any good pointers for
designing realistic fighting groups? Some basic theory would be greatly
appreciated, especially from those of you who actually have military
experience.

Thanks very much,

Chris

GearHaus: http://www.lpl.arizona.edu/~schaller/GearHaus/

------------------------------

Date: Fri, 14 Mar 1997 12:07:32 +0000
From: z...@adan.kingston.net
Subject: Re: [HGML][RULES] Suggested change to LOS in 3D miniature rules

> LOS in 3D miniature rules( p117 HGRB) it states if a model is in partial
> cover, it is consider in full cover. I do not think this is realistic
> and a bit unfair if this unit can fire at you in the open and you can't
> return fire just because can't see its knees down.

<optional rules deleted>

I disagree. Any tactical wargame by its nature must have some level
of abstraction. Even *if* you are playing a game at full scale (not
likely as you will be hard pressed to find
a table *nearly* big enough) with perfect scenery and posable
miniatures (certainly out of *my* price range), you still have to
deal with the partitioning of time into discrete moments. Just
because the miniature is partialy exposed at this moment doesn't mean
that it was even in LOS 1 second ago. I'm at the point now where I
rate a tactical games "realism" only on (1) how reasonably things are damaged
and die, (2) what tactical options are available (ie spotting,
indirect fire, etc). I think that Warhammer 40K (the old Rogue
Trader edition) got the cover rules just right. In Rogue Trader, a
model can use cover if it is within an inch of it, and the cover lies
between it and the miniatures attacker. The penalty to hit was based
only on how "hard" the cover was (soft cover like bushes and tree was
- -1, hard cover like concrete walls were -2).

Dave.

------------------------------

Date: Fri, 14 Mar 1997 09:36:45 +0000
From: Anthony Kim <as...@csulb.edu>
Subject: Re: [HGML] Mood Music?

IMP wrote:

>
> an awesome choice for background music is also the covered in black
> ac/dc industrial tribute album. godflesh is also cool.

Well, I prefer anime soundtracks myself, depending on mood:

Riding Bean
Bubblegum Crisis (pick one) :P
Ranma 1/2
Gundam 0083
etc . . .

- -Tony Kim
UMF party guy and Light Revisionist
Practitioner of Gear Tai Kwan Leap :
"Kodiak boot to the head."

------------------------------

Date: Fri, 14 Mar 1997 12:08:00 -0600 (CST)
From: Syngyne <syn...@utdallas.edu>
Subject: Re: [HGML][Venus Wars] Questions.

On Fri, 14 Mar 1997, Lloyd D. Jessee wrote:

> So, ground movement as primary, walker as secondary, exposed movement, man
> +1... low profile, light armor (maybe about hunter level or lower)...
>
I think it should probably be 10-12 for the armor. It was a
police vehicle, right?

> I remembering it climbing up on something also...
>
I don't remember how much of a climb it was, though. Maybe
substitute improved off-road for climbing equipment.

Synge

------------------------------

Date: Fri, 14 Mar 1997 10:17:28 -0800
From: "Szabo, Ashton" <ASz...@activision.com>
Subject: RE: [HGML] [Design] NT-5 Maxim

Good god man, I think that weapon is just a wee bit too buff. I mean,
there are a few tanks out there with a 4000 offense, I think there's
even a tank out there with 10000 offense!! But giving it 1000 armor and
1000 misc is a little crazy there my friend =) Weapons that powerful
make the game a lot less fun. Hehe and good god man! A +5 to it's
frontal armor? that means that someone would have to roll a 6 and the
person with the weapon a 1 just to even hit the bloody thing (not
including any pluses or minuses) and even then it would do like no
damage since the things light armor is freakin 60!! and over 120?? good
god man =P
Just my opinion, I could be wrong =)


>

------------------------------

Date: Fri, 14 Mar 1997 15:13:35 -0500 (EST)
From: BillErikCo <sa_...@alcor.concordia.ca>
Subject: Re: [HGML] [TAC] Fighting Group Design Theory

> So, what I'm asking is this: Does anyone have any good pointers for
> designing realistic fighting groups? Some basic theory would be greatly
> appreciated, especially from those of you who actually have military
> experience.
Actual military experience...with Gears |) Well I just have the Anolis in
the shed...ok, it is my shed; and then there is the Ferret I have to take
to work...but my pride and joy is surfing the waves in the Water Viper
Silent Running!

> It's the more subtle aspects that I'm having trouble with. For instance,
> I've got a Southern paratrooper unit that's going to attack a bunch of
> Northies.
Hmm, I suppose part of the question is knowing what you want and what you
have to work with.
For example usually you can draw from various elements of your armed
forces for exactly what you need; special forces, marines, grunts...and
then you mix and match based on the mission characteristics. Having a
mission that involves attacking a bunch of Northies is a bit too specific
and a bit to vague. Unless those Northies are sitting still you won't
know exactly where they are, so you need some sort of scout to serve as
pointGear <g>, then you need the heavy hitting component of your group,
say 20-30% of your total number should be heavy. To round this out you
need a few more flexible Gears to bridge the gap between scout and heavy
hitters, call it 40-50% and the remainder is specialty Gears such as is
expected might be needed; communications, EW, a medic if this were a
military maneuver - which is strange that this isn't allowed for in
Gears...or is it just me that wants to see a huge red cross
<anachronistic but fun> down the front of some hulking Gear? Demolitions
units might be good, or just give the regular Gears a few demo charges.

Specific vehicles are then given according to availability, feasability,
trust in the characters to get them back |) etc.

This is very general, but it should be sufficient I hope.

Erik Pohjola.

------------------------------

Date: Fri, 14 Mar 1997 16:06:10 -0500 (EST)
From: I Am A Cat <jbe...@uoguelph.ca>
Subject: Re: [HGML] [Design] NT-5 Maxim

On Fri, 14 Mar 1997 ceph...@imsa.edu wrote:

> Perks: Rating: Game Effect:
> Automation 2 Acts as two crew members
> Autopilot - Acts as level 1 pilot
> Backup Sensors - Absorbs first "Sensor" hit
> HEAT resistant 7 Add to base armor vs. HEAT weapons
> H.E.P. - Desert
> Reinforced Armor 5 Front
> Stabilizer Mount - Stabilizer for HRG

What I'd probably do (to justify the super-high maneuver) is drop base
armor to 30 and boost the reinforcement to 10... you can't slope from
_all_ directions. Alternately, there could be a 'weak facing: top' and the
40 armor, to represent the fact that the tank's armor is thin but heavily
sloped, and air attacks hit it in a more 'full-on' kind of manner.

> Well, what do you guys think?

Good design...

> J.J.P.
> ceph...@imsa.edu
>

Jonboy: the Signature -- collect all 35!

"A chainsaw? That's no way to inspire loyalty. Get a drill press or a
wood chipper and now you're talking."
- C. Adam Waschmann

------------------------------

Date: Fri, 14 Mar 1997 16:00:19 -0500 (EST)
From: I Am A Cat <jbe...@uoguelph.ca>
Subject: Re: [HGML] [TAC] Fighting Group Design Theory

On Fri, 14 Mar 1997, Christian Schaller wrote:

>
> Howdy, all.
[...]

> So, what I'm asking is this: Does anyone have any good pointers for
> designing realistic fighting groups? Some basic theory would be greatly
> appreciated, especially from those of you who actually have military
> experience.

My typical theories, which hold at least for the MILICIA:

Regular units are about 50% comprised of Jagers and their most appropriate
variants for the mission. The rest will be other models (standard) unless
a situation really cries out for a variant. Only the most boring combat
groups will be entirely comprised of stock Jagers.

Here are some combat groups that I think I would find typical of MILICIA
airdroppables, hopefully kind of ranked by increasing threat:

2x Jager Grenadier, 3x Jager PT
2x Iguana PT, 3x Jager PT
2x Longbow Jager PT, 3x Iguana PT
2x Black Mamba, 2x Jager PT, 1x Gunner Iguana PT

These are definitely more than standard fare:
5x Iguana Commando PT
3x BM, 2x Gunner Iguana PT
Razor Fang, 3x BM, Long Fang BM

In all cases, there is a 'command' type gear (BMs count) and 'grunt' type
gears. A fire support is available in 1/2 of the cadres or so...

Iggies are pretty common, since I consider them a little more powerful in
combat than Jagers but still quite managable for game balance. You don't
need to throw Jaguars at them to take them down, unlike cheetahs.

> Thanks very much,
>
> Chris
>
> GearHaus: http://www.lpl.arizona.edu/~schaller/GearHaus/
>
>

Jonboy: the Signature -- collect all 35!

"A chainsaw? That's no way to inspire loyalty. Get a drill press or a
wood chipper and now you're talking."
- C. Adam Waschmann

------------------------------

Date: Fri, 14 Mar 1997 15:58:25 -0500 (EST)
From: Steven Trustrum <94tr...@scar.utoronto.ca>
Subject: Re: [HGML] Music

Music per situation:

Battle during RPG or tactical game:
-Mouth For War: Pantera
-Stoned the Crow: Down
-Mortal Kombat Theme: The Immortals
-One: Metallica
-Welcome to Planet Mother Fucker: White Zombie
-Hunter - Killers: Fear Factory
-Snap Your Fingers/Snap Your Neck: Prong
-KMFDM is a drug against War: KMFDM
-Master of Puppets: Metallica
-NWO: Ministry
-Escape from the Prison Planet: Clutch

Role-Playing Background Music:
-Conan The Barbarian Soundtrack
-Braveheart Soundtrack
-Beethoven
-KMFDM
-Heavy Metal the Movie Soundtrack

CIMMERIA: http://www.scar.utoronto.ca/~94trustr O
Email: 94tr...@scar.utoronto.ca OOO
<{\
/---------------------------------------------\ |*|---------------|\
<------------ Steven "Conan" Trustrum ---------------| >88888888888888| @
\\\\\\\\\\\\\\\\\\\\\\\\\\\\---\\\---\\\\\\\\\/ |*|===============|/
<{/
"The only real people are the people that OOO
never existed." -- Oscar Wilde O

------------------------------

Date: Fri, 14 Mar 1997 17:41:43 -0500 (EST)
From: Rabid...@aol.com
Subject: Re: [HGML] Mood Music?

On Mar 13 stbr...@indiana.edu (IMP) wrote:

> > I think you meant the FLA album "Hard Wired" ? Unless there is an album
I'm
> > missing. I know I'm missing all their pre-90s stuff. One of those
perhaps?

> nope. not an old one. just came out, and it is a live version of hard
> wired, with millenium, caustic grip, tni, and corroded disorder songs.
> awesome two disc set.

The more I hear about this album, the more I want! I just recently bought
Caustic Grip and I loved it! Gonna have to order it I think.

RabidRonin

------------------------------

Date: Fri, 14 Mar 1997 17:34:59 -0500 (EST)
From: Rabid...@aol.com
Subject: Re: [HGML] [DESIGN} ST-98 Mongol

On Mar 13 jpr...@interhop.net (John and Ron Prins) wrote:

> > While I'm on the subject of tanks... The ALLER is screwed! There is
no
> >way that it has 20 rounds of ammo (capacitor power).

> Yup, old debate, find your answer in the TechFAQ. The Aller is supposed to
> be size 15. >>

Thanx. Must have missed that one. Most likely before I joined.

BTW where is this TechFAQ?

RabidRonin

------------------------------

Date: Fri, 14 Mar 1997 09:30:00 -0500
From: "Poulin, Joseph L." <jlpo...@jhancock.com>
Subject: [HGML] FW:(HUMOR) A few bumper stickers...

>From: "Bill Silvey" <wsi...@themall.net>
>Newsgroups: rec.games.mecha
>
>...seen on various vehicles on TerraNova:
>
>"ASPIC - LOSE A FEW...LOSE A FEW"
>"ASPIC - JUST WAIT 'TIL I GET BACK WITH MY OTHER MISSILE."
>"ASPIC - YOU MAY BE HEAVILY ARMED BUT I'M...NOT."
>"ASPIC - BAIL OUT OR I SWEAR TO GOD I'LL TAKE A PICTURE OF YOU."
>
>(Actually, these are from several USAF f16 related postings in
>rec.aviation.military - but I figured they still applied.)

I happened to remember the list of F-16 bumper sticker
jokes. As it happens, a *lot* of them seem to fit the Aspic. :)
'Feet and knees together....'
:)
Joe

>From drks...@world.std.com (richard e parker)

This little bit of humor was passed to me (down the chain as it
were)
by an Air Force Buddy of mine. I thought the folks on sci.military
could
use a little humor to lighten the mood of the latest discussions. So...


F-16 BUMPER STICKERS

**********************************************************************

Lean, Mean, Flameout Machine.
I SHALL RETURN.... Well, I might.
Mach Nix.
The F-16. Takes a licking, and takes a licking.
Have you hugged your chute today?
This Vehicle Makes Frequent Stops.
I came. I saw. I bingo'd.
No deposit, no return.
We've spent so much money on this thing, we can't afford to admit that
we
were wrong.
A triumph of style over substance.
The best damn second place fighter in the world.
Instead of a CAS mod, we're going to install a roll bar.
"And now, with this LANTIRN thing and our new Block 40's, we can hit the
ground at NIGHT!"
We cover the target like a thong bikini.
And BINGO is my Name-O.
We crash more airplanes before 9-o'clock than most people crash all day.
Your courtesy appreciated. Please replace your divots.
A war record exceeding even the B-1.
Last in the talent show but first in the swimsuit competition.
Lose a few, lose a few.
Feet and knees together, eyes on the horizon...
Designated no-hitter.
Everything you wanted in a fighter, and less.
Optimist: F-16 pilot who is afraid of dying from cancer.
Only Michael Jackson is more manly.
Hey, today we didn't lose a single jet.
This is going to hurt me more than it's going to hurt you.
User friendly... if you've got three hands.
If we have a war with BDUs, we've got 'em beat.
"Careful, Badguys... I'm carrying BOTH bombs today. I'm talkin'
wall-to-wall MK-84's pal."
If I carried more weapons, and if
I had enough gas, and if...

------------------------------

Date: Fri, 14 Mar 1997 10:13:00 -0500
From: "Poulin, Joseph L." <jlpo...@jhancock.com>
Subject: RE: [HGML] Rules Questions

>How do you determine threat value for skills? What I mean is,
>If I want a commander with Leadership 3/+1, how much should that
>add to the TV if he is also a qualified pilot (2/2+1)?

With the rules as they are now, I don't think that you
can do that. The CO would have to be a vet to have the 3+1
Leadership.

>does the stand get to make 3 attacks instead of 2, or must it
>choose 2 of the 3 possible weapons to use? In line with this,
>can an infantry unit fire at seperate targets with its two attacks?

I would say yes and yes, but I don't see any official
rules on either question.

>What happens in the case of double negative rolls? Example:

No such thing. Any attack roll of 0 or less cannot hit.
No defense roll can be less than 0, even with modifiers. A fumble
is the worst you can do, and that is a 0.

Joe

------------------------------

Date: Fri, 14 Mar 1997 17:47:28 -0500 (EST)
From: Rabid...@aol.com
Subject: Re: [HGML][Venus Wars] Questions.

On Mar 14 syn...@utdallas.edu (Syngyne) wrote:

> I always thought the monocycles with the railguns were cool.
> Didin't someone on this list do a conversion on that before?

I remember seeing posted at The Gear Hangar under the "vehicles" heading.
Named it the "AdderStrike"
Unfornately I don't have an http. I'll have to look in my various notes
for it.

RabidRonin

------------------------------

Date: Fri, 14 Mar 1997 19:39:09 +0000
From: z...@adan.kingston.net
Subject: [HGML] Rules questions

Just a couple of questions for the list:

1)
It has been made clear that it is impossible to sniper a target
designator, because it is not a weapon. If the target designator is
not a weapon, is it possible to attempt to designate a target in the
same turn that evasive action is taken (by taking an extra action)?

2)
Are the VLRP/128's on the Venomous Sagitarrius snipered? The
modifications don't call for the removal of the sniper system, but
there is also no mention of switching them to the rocket packs.

3) (Uh....rant mode on I guess...)
Is it my imagination or do most of the Mamba variants in the Southern
Vehicle Compendium suck? The Brawler is utterly pointless as one can
instead upgrade the LRP/32 to a MRP/36 for a nearly identical TV,
getting two more points of ROF, another 16 rounds of ammo, and most
importantly the use of rocket ammo calculations instead of projectile
ammo calculations (2^ROF instead 10*ROF). The Long Fang is useless
as I can't imagine justifying 1200 TV on one gear. Of course, it
*could* have cost around 900 had they used FF firing arcs instead of
F (and don't talk to me about it being a factory variant, hence using
semi-guided rockets - both the Fer-de-Lance and the Arrow Jag have FF
anti-gear missiles!). The blazing could have been an awesome gear,
had they used a light pulse lasar instead of the gatling, or at the
very least given it some ammo and taken away the exposed fire
control. At the same time though, I can't imagine ever playing a
standard Spit again now that we have the Barbed:), and the standard
variant with the single MRP/36 is pretty nice too (though steep at
800+ TV).

4) (rant mode continues)
Has anyone else noticed how badly skewed to the North the
availability thresholds and unit maximums are?
My initial reaction to the Southern Compendium was one of
frustration. Some of the Northen Variants (especially the Jaguar and
Cheetah variants) really seem to leave Southern gears in the dust.
This wouldn't be so bad if the Northern gears had correspondingly
high availability thresholds/maximums, but this isn't the case.
The Southern gears have availability ratings/unit maximums that very
carefully parallel their desciptions (and coincidentally enough, the
well optimized Southern Gears have descriptions that make them rare).
The Northern Gears, however, seem to
have ratings or maximums that don't even even closely
follow the fluff. Case in point is the Hunter Recon AG, which has
supposedly been almost entirely decommissioned, yet has a unit
maximum of 10! Another example: supposedly, only 20 or so Kodiak
Destroyers even exist. Yet it has an availability/max of 8/2.
Compare this to the Snakeye, which has a threshold of 9/1. While the
Snakeye is a rare unit, The 2nd Legion Noire Regiment alone has 24 of
them (and everywhere they appear in a cadre, they are in groups of
three - sigh). On the up side, where the South got shafted on the
gear end of things, Northern striders are a pathetic joke. Of
course, even in this department, the South is screwed by
availability/max of the units. The sniper naga has threshold of 9/2, with the
Long Fang doing little better with 8/2. Compare this to the Flash
Jaguar, with 7/3, or the brawler Mammoth (both supposedly rare units) with
6/3. I guess where this whole thing is going is that in my opinion,
there isn't much point in using the availability thresholds or unit
maximums because, while the Southern stats seem quite reasonable, the
Northern thresholds don't seem to have any rhyme or reason to them.
Anyone have any thoughts on this?

Dave.

------------------------------

End of heavygear-digest V2 #271
*******************************


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