Re: A Stealth Primer (and [FT-AAR] a NAC/NI AAR - "Wargames")
From: "John M. Atkinson" <john.m.atkinson@e...>
Date: Mon, 25 Jan 1999 12:31:58 -0500
Subject: Re: A Stealth Primer (and [FT-AAR] a NAC/NI AAR - "Wargames")
Izenberg, Noam wrote:
> 1) Stealth Hull - comes in 2 levels and makes a ship harder to
hit.
> Mass is same as partial and full streamlining., cost 50% more
(3/mass).
> Stealth level 1 reduces enemy range bands by 1/4. Stealth level 2
> (Super Stealth) reduces range bands by 1/3. Includes vs. Fighter ,
SML,
> and PDS (i.e. fighters bust be within 5" or 4" to attack, SMLs must be
> within 5 "or 4" to acquire target, PDS anti-ship at 5" or 4").
OK, here's where I run into trouble. See, I use the 3" radius.
Otherwise SMLs are just too easy to hit with. Hell, with a 3" it's
still pretty easy.
> symbol: Black Hexagon next to damage track for each level. Stealth 1
> ships cannot have Super strength hulls, Steath 2 ships cannot have
> Strong or Super hulls.
> PSB: Special hull construction and materials, sacrificing hull
> integrity for reduced sensor profile.
I'd make it even more severe as far as hull strength goes. One step
more.
> 2) Stealth Fighter - Stealth fighters are +12pts/group and are
the
> same as Heavy fighters except for PSB (stealthy hull
> design/shape/materials rather than an active jamming or screening
> system). Super-Stealth (Stealth level 2) fighters cost +24pts/group
and
> act as having Screen 2 vs. PDS/ADFC/other fighters. This is more
> balanced than forcing PDS/ADFC to have reduced range, IMHO, as the
> latter way would give a range for fighters to be immune to ship-based
> defenses.
Erm. . . I wouldn't allow Stealth level 2 on fighters. Doesn't sound
balanced.
John M. Atkinson