--------------------GEV List Thingy, April 4th-------------------- From: pdp8@ai.mit.edu (John McClain) To: hcobb@fly2.berkeley.edu Subject: GEV List Thingy, March 27th :: Naval Guns Kerry Harrison tells us about his First Draft Naval Rules NAVAL WEAPONS Naval Guns are railguns that fire smart missiles similar to the Howitzer or Missile Tank. They can attack underwater targets at half strength. Light Naval Gun - Attack: 4, Range: 10", Defense: 2 Medium Naval Gun - Attack: 4, Range: 12", Defense: 2 Heavy Naval Gun - Attack: 6, Range: 14", Defense: 3 Superheavy Naval Gun - Attack: 6, Range: 16", Defense: 4 This makes the "Superheavy Naval Gun" basically a HWZ, this contrasts badly with the current Naval Artillery/Land Artillery balance. A pidling 5" Naval Gun [much less the 16" monsters on the Iowas] is vastly superior to 155mm HWZ the US Army uses. It fires 10 times faster, %50 farther, and probably has a much better ammo supply. The 5" shell is a little lighter, maybe 10%. I realize the Ogre has nothing to do with current reality, and the range especially has less to with classical mechanics than spoofing technology, however the fact that the naval artillery designer does not have worry about weight nearly as much should have some impact, even in 2087. It seems the increased firing rate should buy you some range because you are able to saturate an area. Maybe one way to reflect this Naval guns could have a mode with %50 greater range but is effectively just a spill over attack against all units in one area. This is somewhat reminiscent of some indirect fire rules HJC suggests a little while back. (HJC How would your rules interact with Sensor nets?) In a latter instalment of the GEV List Thingy you say that Naval Guns are treated simmiarly to Chinese Land Ships and their component parts can be disabled. It should be noted that modern naval guns turrets are uncrewed (on "big" ships, ie Destroyers and above) and probably should not suffer from disabled results ether. John McClain ___ [Why are Ogre's immune to D's? Cause they're solid BCP! A solid ship would sink, so there's room for stuff to shake loose and need to get put back together. -HJC] ___ From: pdp8@ai.mit.edu (John McClain) To: hcobb@fly2.berkeley.edu Subject: GEV List Thingy, March 23rd :: Marines, GEVs and Coast line. In reply to my thought that Marines may be too expensive HJC wrote: With just a company of marines I could keep a long stretch of coast Hover-free. Is this really true. Presumably you plan to place the Marines in the water just off shore forming a barrier the GEV can't cross w/o a nasty inf overrun. However the way I read the rules: 1) Marines are only invulnerabil when they are submerged. 2) GEVs do not interact with submerged units in the same hex. 3) If the Marines are on the surface it just like they are in clear terrain and the GEVs can eliminate them with ranged fire. There is one wrinkle with GEVs having to start a movement phase next to a shore line to go from/to water/land. So the marines could submerge, the GEVs would "overrun" end there first movement phase next to the shoreline, and move a ashore 3 hexs/6" on their second movement phase, the Marines could them move ashore and clobber the GEVs. Of course then they are exposed and presumably get clobbered by the 2nd wave of GEVs.... John McClain ___ [Well, it's difficult tp talk about in the abstract. Say I had a platoon of marines in hex 2210 during the breakthough scenario, with some normal infantry on shore and a HWTZ in the back, how would you take the eastern route? -HJC] Henry J. Cobb hcobb@fly2.berkeley.edu, SFB Tyrant-for-life A "Bjorn again" programmer.