From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Thu, 11 May 2000 19:25:56 +0200
Subject: DSII questions
The easy question first:
When drawing damage chits for a weapon with "All/2" chit validity, do
you round fractions and if so which way? (Personally I'd say "don't
round at all", but I want other opinions. The authors are welcome to
chip in as well - hint, Mike! ;-) )
Then a somewhat harder one:
I know I said I didn't want to meddle too much with the parts of DSII
which aren't directly related to the design system, but, well...
Can someone explain the difference between Stealth and ECM to me?
Not the effects in game terms, I'm well aware of those, but in the PSB?
Stealth is described as:
"STEALTH covers a wide variety of methods, both physical
(radar-absorbing paint, heat-emission masking etc.) and electronic,
which render the vehicle more difficult for the enemy to see and
'acquire' as a target."
In other words, Stealth is designed to disrupt enemy targetting systems
in general. The "electronic" Stealth systems can either be passive (eg
de-magnetizing systems like those on some of the later ex-Soviet tanks)
or active (ie, ECM) - the description doesn't say.
ECM is described as:
"Systems designed to jam the guidance of incoming Missiles."
DSII Missiles are fire-and-forget - ie. self-guiding, so there is no
link between the firer and the missile which can be disrupted by active
What is the big difference between the guidance systems of a GMS and
the sensors of an AFV or a sensor drone which makes the systems able to
fool the AFV or drone unable to fool the missile and vice versa?
The reason I ask is this:
In the current rules, ECM works against GMSs but nothing else (should
work against MAK artillery too, though), whereas Stealth works against
just about everything except missiles and artillery. By coincidence,
level-1 Stealth gives pretty much the same protection against
direct-fire weapons as Basic ECM gives against GMSs, level-2 Stealth
corresponds very closely to the effects of Enhanced ECM, and level-3
Stealth to Superior ECM. There's no ECM equivalents to level-4 and
higher Stealth, of course - not yet, at least <g>
So... we have two complementary systems with very similar effects
against their respective "targets", and which seems to have rather
similar PSB. Baking them together into one system would make it *much*
easier to determine their proper points values :-/
Finally the hardest question of them all:
Do you have any feelings for how much high mobility is worth in DSII,
de-coupled from weapon types used etc?
That is to say, assume that two forces have identical vehicles, except
that one uses (say) Hi-Mob Wheeled and the other Fast GEV mobility.
Further assume that the two commanders are of roughly equal skill. How
many more (or less) vehicles will the Wheeled side need to have an even
chance to beat the GEVs?
I know that this is a very artificial set-up and that few people would
willingly fight such a battle... especially enough times to determine
the force levels necessary for balance :-/
Unfortunately this is one game balance aspect which is utterly
impossible to do any meaningful mathematical analysis on, which means
that the only data I have at the moment is my DSII gaming experience
and that of the other locals... I'd much prefer to have a considerably
larger sample of opinions than this, from as many people as possible
"Life is like a sewer.
What you get out of it, depends on what you put into it."