Andy Cowell
19 Sep 1996
Errata
These are from Mike Elliot, the on-line voice of GZG.
The text at the top of p.36 is in error, delete the words "Damage Validity and" thus it should read: "(Note that in all the above cases, the point totals necessary to kill infantry elements are the same as for INFANTRY FIREFIGHTS.)"
In other words you should use the chit validities from p.29.
Suplementary question:
If you use the validities on pg. 29, how do you provide infantry a bonus
for being in cover or dug in? The rules on page 36 did this by altering
the damage validities. Except for artillery attacks, cover modifiers are
not included in this chart, and infantry attacks cannot use the same
modifiers as against vehicles since no dice are rolled.
Answer:
You DON'T provide infantry a bonus for being in cover or dug in vs vehicle
fire (except in the case of artillery fire). They are hard enough to hit as
it is (Yellow chits only) so its not really necessary.
Questions and Answers
These are from players on the GZG mailing list. Answers from Mike Elliot are listed as such.
Not all the questions has been processed yet. Take a look at all the questions is parts 1, 2, 3, and 4
On-Table Artillery
May FIRE and then MOVE in one activation ("shoot and scoot"), thus giving
it an advantage against CBR.
It is recommended that only RAM mortars are used on-table.
Off-Table Artillery
May _not_ fire and move in the same activation. I find the best place to
put "off-table" arty is along the edge of the table. Thye should be
declared to be off-table at the start of the game. They can then be moved
along the edge as required. In reality, of course, they are several miles
behind the table. In scale (and in DSII, 1 mile is about 16ins) they would
be in the next room or even out in the street!
This makes off-table arty more vulnerable to CBR (since they can't "shoot and scoot"). OTOH, on-table arty can "shoot and scoot" to counter CBR but in turn are vulnerable to normal spotted arty fire and attacks from other enemy forces (such as aerospace strikes). The rules don't specify how far, but sensibly it should be far enough to get out from under a CB barrage aimed at their last known position.
Therefore, the way to deal with on-table artillery is NOT with counter battery fire, but with any other type of attack you choose. Off-table artillery can ONLY be attacked with counter battery fire and are penalised for not moving. To avoid this they can thus only fire on alternate activations.
If you think about it, both on and off-table artillery are penalised (and made more vulnerable as targets) for not moving, _but in slightly different ways_. In effect, off-table arty can actually shoot and scoot but take two activations to do so.
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