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DirtSide II Rules suggestions (Long)

From: "Phillip E. Pournelle" <pepourne@n...>
Date: Wed, 14 May 1997 14:50:19 -0400
Subject: DirtSide II Rules suggestions (Long)

Hello,
	Given the incredible power of leaders in DirtSide II, especially
when senior leaders can cause a cascade effect and activate the entire
army
in one turn, I think we need to cost out the benefits these guys bring
to
the battlefield, particularly if you are playing in a campeign.
	The other issue is replacing leaders.  Normally there may be a
few
leaders from the staff like the Executive Officer or the Adjutant, but
quite
often you have to conduct a battlefield promotion of someone from a
composite element.  My family history showed me how a forward observer
junior officer can become the Commanding Officer is certain
circumstances...
	The Inverse Peter principle becomes very important in warfare.
After the Japanese lost their best pilots and wing commanders, they had
to
do the best they could by plugging in people where they could.	There
are
many historical examples where an army lost its abilities as it lost
leaders...
	Therefore, I propose the following structure of leaders.  An
excellent leader for a squad can be a good Platoon leader but a poor
Company
Commander and so on up the chain.
		  Organizational level
Leader type  Cost  Squad   Platoon  Company  Battalion	Brigade 
Division
	A    20    Poor(3) 
	B    40    Good(2) Poor(3)
	C    60    Excel(1)Good(2)  Poor(3)
	D    80 	   Excel(1) Good(2)  Poor(3)	
	E   100 		    Excel(1) Good(2)	Poor(3) 
	F   120 			     Excel(1)	Good(2)  Poor(3)
	G   150 					Excel(1) Good(2)
	H   180 						
Excel(1)

	All Commanders must be in a communications Command Post to
affect
units not adjacent to them.
	There is also an advantage to buying extra leaders for squads. 
This
means a squad can act on its own without the rest of the Platoon, etc.
	Now you should also be able to promote and demote your leaders
during a campeign.

Die Roll
1 or less	Demote		Roll if unit survived a Confidence check
2		Retain		+1 Per enemy unit checked (Cumulative)
3		Retain		+1 per enemy unit routed (Cumulative)
4		Retain		+1 per enemy unit Destroyed
5		Retain		-1 per failed Confidence check
6 or More	Promote 	-1 if unit routed

	These rolls are used for each leader at the level of orgaization
he
commands.  So a Company Commander does not roll if only one of his
platoons
destroyed one enemy platoon.  The Company Commander does roll if his
Company
checked/routed/destroyed an enemy company, each of his Platoon
Commanders
will roll if their platoons also affected a platoon, and so on.
	The same table can be used for the confidence rating of a
squad/platoon.	However, Green and Yellow(untrained) units add 3 to
their
die roll.

	I also think that we need a cost multiple for force quality
ratings.
Use these multiples to determine final cost for your forces.

Confidence Rating	Quality Die	Cost Multiple
Elite			D12		2.0
Veteran 		D10		1.7
Regular 		D8		1.4
Green			D6		1.0
Untrained		D4		0.7

	The reason for this is simple, an Elite Regular squad is as
effective in fire power as a Regular Powered Armor squad.

	Finally, here are some weapons from SGII that I think can be
reflected at the Platoon level in DSII and be costed out, each weapon
draws
one chit unless fired at infantry:

Weapon/Cost		Ranges/Effect		Versus Inf
			Close	Medium Long
Plasma Gun Man Portable 2	4	6
Cost:8			All	Red	Yellow	Yellow(3 chits)
Automatic Grenade Lau	4	6	8
Cost:3			half	Yellow	half	Yellow(3 chits)
			Value		Value
			Red/Yellow	Red/Yellow
IAVR				4
Cost:3				R/Y (draw 2)
Multipe Launch Pod	6	12	18
Cost:6			Half Value Red/Yellow	Half Yellow (3 chits)

	Using the parent units from DSII you can point out you forces
for
SGII using these as well.  All these weapons are in addition to whatever
standard dice are rolled for that squad.

	I would apreciate your feedback,
					Phil P.

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