Re: Vehicle Design Philosophy
From: "Brian Bilderback" <bbilderback@h...>
Date: Thu, 06 Apr 2000 13:02:10 PDT
Subject: Re: Vehicle Design Philosophy
Actually, in DSII, if I read the rules right, the answer is simple -
wait
until the unit you want to hit has used it's activation, then call in
the
artillery. That way they DON'T have time to react. I'm not sure hoe to
justify that IRL, but in game terms, it's not only allowed, it's
suggested
right in the rulebook. As for PDS/ADS vs. arty, I suppose that would
depend
on what type of munition is being fired and how it's being guided in...
Brian B
----Original Message Follows----
From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: <gzg-l@CSUA.Berkeley.EDU>
Subject: Re: Vehicle Design Philosophy
Date: Thu, 6 Apr 2000 21:37:11 +0200
Brian Bilderback wrote:
>I will comment more on this later as time allows. For now, let me say
>this:
>If this design philosphy [lightly armoured and very fast] becomes
canon, >you can bet that human artillerymen are going to enjoy a
significant rise >in their popularity amongst the rest of the
service....
If they manage to hit their target, sure. The problem is that the
target usually won't be where the grenades fall (in real life due to
the tanks moving at very high speeds, in DSII due to the tanks getting
a warning "ranging shot" before the real salvo arrives unless the
artillery are firing over open sights).
Furthermore, in real life both stealth/ECM and point defence works
against guided or self-guiding AT artillery munitions - only so-so at
the moment, but it won't take long before they work far too well for my
taste. They should in DSII as well, though at the moment they don't.
Regards,
Oerjan Ohlson
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry
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