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Re: [OT] Military Rank Comparison

From: "Laserlight" <laserlight@q...>
Date: Mon, 11 Dec 2000 19:06:22 -0800
Subject: Re: [OT] Military Rank Comparison

> >Is this USN?
>
> Yup, that was right off their website. I guess they've changed. When
> I first became a jarhead, they still had Commodore too.
>
> Schoon

Dirty Little Secrets (James Dunnigan, don't know the year offhand but
it's been a while) says that when the USN decided to drop Commodore in
favor of Rear Adm (Lower), a senator involved said "If	'commodore'
was good enough for Perry and John Paul Jones, it's good enough for
soome guys I never heard of!"  He was, evidently, not listened to.
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Date: Tue, 12 Dec 2000 14:25:34 +1100
To: gzg-l@csua.berkeley.edu
From: Beth Fulton <beth.fulton@marine.csiro.au>
Subject: [DS/FT] CAV
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G'day guys,

Have any of you seen the new CAV stuff from Reaper miniatures? They've
got 
a site up at

http://www.cavhq.com/main.htm

The miniatures look pretty nice, haven't had a time to look over the
rules 
yet, so can't comment there (got some demo ones up on the site). The bit

that might interest FT players though is that under their "Galaxy Tour" 
they've got a galaxy map with jump routes and jump points marked on,
could 
be very handy for campaigns.

Cheers

Beth

------------------------------------------------------------------------
---- 
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART
TASMANIA 7001
AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au
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Thanks for the reminder, Beth.

The maps are certainly as usable as old Traveller or the old Starlord
map,
and now we've got spiffy color printers at work to make it worthy
printing
my own.

I'd picked up a printed copy of the rules at GenCon (handed out for free
by
Reaper), but hadn't looked closely at it. I've a 'thing' about
anthropomorphic vehicles. Walkers, ok; humanoid giant robots, just can't
quite accept.

However, I noticed on the site they are going to have other vehicles
too. I
wish them luck; after AoG's crash-and-burn with Starseige: Rebellion,
it's
a gutsy move.

Speaking of which, AoG has announced they are clearing out the last of
their S:R vehicles in a grab bag mode. No guarantee on selection, but I
did
get Bruce Graw to say he'd take 'no-HERC' orders. ;->=

The_Beast

-Douglas J. Evans, curmudgeon

One World, one Web, one Program - Microsoft promotional ad
Ein Volk, ein Reich, ein Fuhrer - Adolf Hitler
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Subject: Re: [OT] Military Rank Comparison
Date: Mon, 11 Dec 2000 20:46:52 -0800
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> By the way, I believe I once heard of a convention of giving a
visiting
> Captain a temporary 'promotion', at least in reference, as there
'can only
> be one Captain on a ship'.
>
> Was I hallucinating? (Flashbacks can be SO embarassing...) Was that
in the
> US Navy? Does it still happen? I could see Commodore holding over
for just
> such a circumstance.

Heinlein (who was in the US Navy for a bit) had that bit in Starship
Troopers (the book, of course) about the MI captain being referred to
by the Navy as "major" whilst aboard ship.  Don't know about calling
other navy captains "commodore."

This isn't evidence either why about your hallucinations, of course.
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Subject: Re: [OT] Sub-Himalayan ? was [FT, SG] Tell the world, I goofed 
	and acronyms
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On 11 Dec 2000 16:41 GMT KH.Ranitzsch@t-online.de writes:
>>----- Ursprüngliche Nachricht -----
>> From: "Glenn m wilson" <triphibious@juno.com>
>> > I think my 1908 British Survey of India charts comment over  
>> Ah the good old Himalaya Survey. Did a bit of work on various 
>> surveys, Ellipsoid models etc back in the 80s for a really long > 
>range plot for Subs.
>
>Subs and the Himalayas ? Is this some kind of hush-hush project ? 

Aren't they all?  <grin>

>Sub-terranean ? Sub-glacial ?
>
>:-)
>Karl Heinz

Insert tounge in cheek

Think Victorian steam punk modernized...

Remove tounge in cheek

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons.
Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be!
Resistance is EVERYTHING! [And MANDATORY!]

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On Tue, 12 Dec 2000 02:31:57 +1100 "Alan and Carmel Brain"
<aebrain@dynamite.com.au> writes:
>From: "Glenn m wilson" <triphibious@juno.com>
>
>> I think my 1908 British Survey of India charts comment over	
>***static***
>> (country) confirmed the bad news they had heard from the first group 
>of
>> briefings.  Basically all that nice 1990's/2000 stuff over Indonesia
>> was.. Australian produced.  One guys uses 1873 charts over part of 
>BZZZZT
>> for his base maps for compilation jobs
>
>Ah the good old Himalaya Survey. Did a bit of work on various surveys,
>Ellipsoid models etc back in the 80s for a really long range plot for 
>Subs.
>
>Hey at the time there were still great swathes of the Pacific where 
>the
>most accurate charts were from 1770, done by a bloke called Cook.... 
>

Seriously, there are some islands that have never been mapped since.  Of
course, if we "need" to intervene there guess whose fault that will
be....

Gracias, Triphibious/Glenn (first war game played 1959)
Triphibious Marines = Nektons.
Not all Frogs are French, or even Human!
Nektons, be all the Marine you can be!
Resistance is EVERYTHING! [And MANDATORY!]

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Subject: Re: No campaign system acceptable for SG2?
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In a message dated 12/11/00 5:23:06 PM Pacific Standard Time, 
ShldWulf@aol.com writes:

<< There is always using something like the old game "Cerberus" which
I've 
seen 
 used for StarFire planetary combat. (I always thought it would be good
for a 
 combined game of Dirtside II and SG2 >>

I'd like to hear more about this game.	What scale was it, what was map
like, 
how did rules work?
Jed Docherty
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From: "Barclay, Tom" <tomb@bitheads.com>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Cc: "Barclay, Tom" <tomb@bitheads.com>
Subject: DS2 --> SG2 harmonization
Date: Tue, 12 Dec 2000 00:03:13 -0500
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Hi all

It has occured to me as I browse my rules for these two wonderful games
that
there exist a number of incongruities between the rulesets and for one
interested in harmonizing them, some method of addressing them needs
undertaken. 

I will outline them, and ask for anyone to point out any I've missed.

1) Time scale as it pertains to movement
DS2 claims 15 min turns, SG2 roughly 5 min. The problem is with infantry
movement -- In SG2, a normal unit can patrol move (not combat move) 360m
in
3 turns. In DS2, the infantry element only moves 200m. If these guys
were
combat moving, they'd have a maximum move of 720m (unlikely admittedly)
not
counting exploits or multiple activations. And PA could move twice that
-
about 1440m (as opposed to 600m in DS2 plus 600m if CAing). So PA move
rates
might not be far off, but infantry in DS2 are slow.

2) Use of quality of unit
In SG2, this determines weapon range for infantry elements. In DS2, the
determiner is weapon type. 

3) Different morale rules and effects of suppresion/under fire
For example, a unit with 50% casualties behaves very differently
(or can) under the two systems. Especially if the casualty accrual
was slow.

4) Missing systems
DS2 is missing GMS/P. SG2 is missing AutoGLs, HMGs, APFCs, PDS.

5) Missing vehicle systems (related to 4)
DS2 includes stealth to lower target signature making a DS2 
vehicle with high stealth hard to hit with GMS. This system
makes no appearance in SG2 and so the vehicle is easy to hit,
and its PDS and APFC don't help because they aren't there 
either. This makes a viable design in one system not so viable
in the other. 

6. Varying vehicle construction rules. 
Size 6 and 7 vehicles in DS2 but not SG2. Engineers and GMS and LAD
teams take up a bit of extra space, but no hint of that is given in
SG2. There are also items relating to APSWs, weapon fits, etc. 

7. Missing command re-activation in DS2
One of the strongpoints of SG2 is the ability of the commander to 
impact the battle with careful choices of re-activations. Such a thing
seems to be missing from DS2.

8. Weapon range incongruities
SG2 limits vehicle weapons to 600m vs small targets. DS2 makes no such
limit.

Undoubtedly, I'm missing some. But the nice thing is, since these
systems 
have SO much in common... it ought to be a fairly elegant bit of
legerdemain
to put them together, not so much a hack as a tweak. I'll have more
specific
thoughts on how I (for myself) plan to bridge these gaps as I think
about
this over the holidays.

As an added bonus, I note that DS2 and SG2 vehicle construction rules
are
showing their age. With FB2, the FTers tossed away artificial
limitations on
hull sizes that tied them to set sizes and thus made them frequently
redesign ships from scratch if something didn't fit. In SG2 and DS2,
based
on size class, we have the same "fit" issues. We have the practical
consideration that, unlike FT, these size classes have some game impact
so
we can't do away with them. But what we can do is get around that
problem
quite elegantly. 

Construct your DS2 or SG2 vehicle by figuring how many spaces you need
(Andy, let's take the LAV-25 I picked off your sight, an illegal
design).
Want to carry 2 infantry elements (8 guys) plus a 25mm chaingun (RFAC/1
in a
turret) and an APSW/SAW. So, we have a class 2 vehicle, which normally
has
10 cap points holding 8 points of infantry and 3 points of RFAC... ARGH!
Either we have an illegal design or we make it size 3 and try to figure
out
what to do with 4 more capacity points. Senseless. 
Instead, just design an 11 capacity vehicle. Then it all fits. 

But, wait! The universe collapses! What size class is it? Help! How do
the
point costs work? Argh!

When calculating the basic hull cost, instead of multiplying size class
by
5, just use the capacity points you plan (say in this case 11). Then
that'll
work into BVP and it all works nicely.

Now, wait! How do we solve size class? 

Cap  Size class Description
0	 0	PA 
1	 0.5	Motorcycle/Cavalry, Terminator Armour
2	 0.5	Motorcycle/SideCar, Heavy PA/Heavy Gear
3-7	 1	Jeeps, FAV
8-12	 2	Small to mid sized APCs, Civilian Trucks, ARVs
13-17	 3	Larger APCs, Small MBTs
18-22	 4	Normal MBTs, Big Ass APC (Phalanx - in SG2, illegal!) 
23-27	 5	Big MBTs, Small Interface landers
28-32	 6	Interface landers, super tanks, transports, etc
33-37	 7	The biggest of the big 
38+	 Oversize

Note, this now lets me build the above LAV, or Jon's illegal Phalanx
design
from the back of the SG2 rules (2 x DFFG/1 in turrets + 16 infantry is
either 21 or 22 capacity points, no way it would fit in 20 as specified
in
the book....). 

This lets me build the LIPPC as a 12 point target class 2 object and
mount
a GMS/L and a class 1 gun while still having room for 7 infantry. 

You can see the advantages of this system - the same advantage as
tossing
the arbitrary size limits in FT2 - makes it much easier to fit things
you
know should fit in a given model in the size class the model appears to
be. 

Of course, the other answer is to just build the mini as you see it and
say
to heck with the rules, but that doesn't seem right in points-based DS2
where you should pay a few more points for the extra size! 

Comments? Feedback? 
From - Wed Dec 13 16:39:10 2000
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From: "Owen Glover" <oglover@bigpond.net.au>
To: <gzg-l@csua.berkeley.edu>
Subject: RE: No campaign system acceptable for SG2? 
Date: Tue, 12 Dec 2000 22:05:48 +1100
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I always seem to miss these threads due to the Time Zone differences!

We've taken a number of approaches although they all revolve around an
umpired system.

1.	We utilised the old GDW board-games
Assault/BootsnSaddles/Cheiftan	to
manage the upper level movement. When the units came into contact we
could
transfer to a table and play out a game; unist invloved would reflect
counters that were on game board. If no game was possible the Umpire let
the
CRT resolve it. Fairly easy to allow US, BRITS, SOVBLOC etc represent
the
GZG nationalitites.

2.	Using a map based game where each commander issued his orders
which wer
e
passed onto the Ref to resolve locations for contacts. This was very
much
like your GM resolution. That was our last Esperance Campaign whcih we
found
to be very successful although we did run out of steam. No resource
management required but there were effective Zones of Control and
Resupply.
Distance from Combat Support ended up translating into an effect on CL
or
troops available for a game.

3.	We are curently trialling the computer game Brigade Combat Team
as our
Tactical level trooop manager. At the Operational Level we are using a
GIS
mapping tool; AGIS (www.agismap.com) which is a very impressive tool
that
allows multiple layers of data. The beauty of it is that you can have
accurate location tracking (in Lat and Long) on the map; these are
simply
space de-limited text files that can imported/exported to Excel! It
still
requires a ref to collate Red and Blue force locations; he receives a
data
file from each player which he places into HIS AGIS display as different
layers. When opposing units come into contact a game is resolved! You
can
use either BCT or another game; TACOPs to do quick resolution if a table
top
game isn't possible!
	BCT is very customisable from a Weapon, Vehicle, Unit point of
view but
 a
little complicated. TACOPs is simple to configure basic orbats but
weapons
ad vehicles are fixed. Currently they only support US, CA, AUS, NZ and
OPFOR
kit.

Hope this is some value?

Cheers,
Owen

PS Our new campaign is based on Borneo/Sarawak/Sabah and is called
Konfrontasi 2020!! Gonna be a lot of fun!

> -----Original Message-----
> From: owner-gzg-l@lists.CSUA.Berkeley.EDU
> [mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of Andy Cowell
> Sent: Tuesday, 12 December 2000 6:50 AM
> To: gzg-l@csua.berkeley.edu
> Subject: Re: No campaign system acceptable for SG2?
>
>
> In message
> <604019546FC6D211AE310000F8BCBCEA01A8C385@SABRETOOTH.CORNING.COM>, "
> Parrott, Charles P" writes:
> > I overlooked the original post, were you looking for specific
> SG2 campaigns
> > systems or other games that can be used for SG2?
>
> Either-- I've never heard of an SG2-specific campaign system, so I'm
> expecting the later.
>
> > As for ideas, I've always been fond of the merc approach where you
> > start with limited funds and buy your forces and take contracts to
> > earn more money to upgrade and/or buy your forces.	Our gaming group
>
> I'm introducing my current gaming group to SG2, and thought a campaign
> system would be fun.	Here are the obvious:
>
> 1) "Choose your own adventure."  I'm GMing the games so far, rather
> than participating, so this might be a good way to start out.  It
> would require no formal system of rules, either.
>
> 2) "Playing Quartermaster."  Actually working out reinforcements and
> engagements due to a formal set of rules.  This appeals to me the
> most, and would also mean I could possibly participate equally.
>
> 3) "Mercenary."  Like you mentioned, a system of earning and spending
> resources through conflicts.	Reminds me of Necromunda, one of the few
> GW games I've really enjoyed.  Lets players really get involved with
> their troops.  Hmmm....that's interesting...
>
> Any others?
>
>
From - Wed Dec 13 16:39:10 2000
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Date: 12 Dec 2000 11:37 GMT
From: KH.Ranitzsch@t-online.de
Subject: Re: [OT] Military Rank Comparison
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> To bring this kinda on topic: has anyone done up a list of ranks for 
> the various forces in the Tuffleyverse? 

I have done so for the LLAR, see:

http://home.t-online.de/home/kh.ranitzsch/lira/liramilitary-en.html

Greetings
Karl Heinz
From - Wed Dec 13 16:39:11 2000
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
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Subject: RE: DS2 --> SG2 harmonization
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> -----Original Message-----
> From: Barclay, Tom [SMTP:tomb@bitheads.com]
> Sent: Tuesday, December 12, 2000 12:03 AM
> To:	'gzg-l@csua.berkeley.edu'
> Cc:	Barclay, Tom
> Subject:	DS2 --> SG2 harmonization
> 
> Hi all
> 
> It has occured to me as I browse my rules for these two wonderful
games
> that
> there exist a number of incongruities between the rulesets and for one
> interested in harmonizing them, some method of addressing them needs
> undertaken. 
> 
> I will outline them, and ask for anyone to point out any I've missed.
> 
> 1) Time scale as it pertains to movement
> DS2 claims 15 min turns, SG2 roughly 5 min. The problem is with
infantry
> movement -- In SG2, a normal unit can patrol move (not combat move)
360m
> in
> 3 turns. In DS2, the infantry element only moves 200m. If these guys
were
> combat moving, they'd have a maximum move of 720m (unlikely
admittedly)
> not
> counting exploits or multiple activations. And PA could move twice
that -
> about 1440m (as opposed to 600m in DS2 plus 600m if CAing). So PA move
> rates
> might not be far off, but infantry in DS2 are slow.
> 
[Bri] It abstracts out nicely though. In most SG2 games the troops are
not moving at full speed every turn. They stop short to take advantage
of
terrain. Much of this terrain is abstracted out of DS2 (too small). So
2/3rd
of full movement makes sense (200m/300m) over 1 DS turn or 3 SG turns. 
DS2 does figure a double movement for close assaults (combat move) 
without all the hassel of checking to see if they tripped (low roll for
combat 
move). 
And you forget the other side of the coin, in SG2 vehicles move MUCH TOO
SLOWLY. In DS2 Grav units can move 1500m over normal terrain. This 
would translate into a move of 25" base movement in SG2. I understand
that this is not desireable in SG2 for purposes of game balance. You 
would set up the table and whoosh the enemy would be in your flank (not
a desirable possition).
I can live with the movement differences. I could see allowing units in
DS2
to do double movement if they forego thier combat action, but that would
be a major change to the rules (grav vehicles would be able to move
30").

> 2) Use of quality of unit
> In SG2, this determines weapon range for infantry elements. In DS2,
the
> determiner is weapon type. 
> 
[Bri] Again, this is abstracted down. In SG2, the abilty 
to hit is decreased with range. In DS2 there is only one
range, but to-hit is based on Quality. I guess you could
change and use range bands, but then you would need to 
shift the roll for effective fire DOWN (as there is no
size die to shift up) or increase the chit total needed 
to kill the element. Range bands in SG are Elite 12"; 
Veteran 10"; Regular 8"; Green 6"; and Untrained 4".
Each 1" in DS2 = 10" in SG2.
So lets take look:
Range	     Range Band for Quality:
	Elite  Veteran	Regular  Green	Untrained
 1"	  1	  1	   2	   2	   4
 2"	  2	  2	   3	   4	   5
 3"	  3	  3	   4	   5	   -
 4"	  4	  4	   5	   -	   -
 5"	  5	  5	   -	   -	   -
 6"	  5	  -	   -	   -	   -
And Effective fire (shift down per range band) would be:
Range	      Die for Effective Fire
	Elite  Veteran	Regular  Green	Untrained
 1"	 d12	 d10	  d8*	  d6*	  d4*
 2"	 d10	 d8	  d4	  -	  -
 3"	 d8	 d6	  -	  -	  -
 4"	 d6	 d4	  -	  -	  -
 5"	 d4	 -	  -	  -	  -
 6"	 d4	 -	  -	  -	  -	   
*Adjusted up to give basic roll for effective fire in
close range band. A strict match would drop these 
values by 1 or 2 die types.
The other option would be to increase the damage needed
to kill the target element (by 1 per range band):
Range	Damage Needed to Kill Militia/Line/PA:
	Elite  Veteran	Regular  Green	Untrained
 1"	3/4/5	3/4/5	 4/5/6	 4/5/6	 7/8/9
 2"	4/5/6	5/6/7	 5/6/7	 7/8/9	 8/9/-
 3"	6/7/8	6/7/8	 7/8/9	 8/9/-	   -
 4"	7/8/9	7/8/9	 8/9/-	   -	   -
 5"	8/9/-	8/9/-	   -	   -	   -
 6"	8/9/-	  -	   -	   -	   -
Subtract 1 needed to kill a Militia and Add 1 to kill
Power Armor.
With PA and ASPW drawing 3 chits and all others drawing
2 chits, this makes infantry all but immune except at
the closest range bands.
Both of the above are actually LESS than the standard
DS2 rules. So infantry ranges would need to be REDUCED.

> 3) Different morale rules and effects of suppresion/under fire
[snip]

> 4) Missing systems
> DS2 is missing GMS/P. SG2 is missing AutoGLs, HMGs, APFCs, PDS.
> 
> 5) Missing vehicle systems (related to 4)
[snip] 

> 6. Varying vehicle construction rules. 
[snip] 

> 7. Missing command re-activation in DS2
> One of the strongpoints of SG2 is the ability of the commander to 
> impact the battle with careful choices of re-activations. Such a thing
> seems to be missing from DS2.
> 
> 8. Weapon range incongruities
> SG2 limits vehicle weapons to 600m vs small targets. DS2 makes no such
> limit.
> 
[Bri] In DS2:
Systems:	     Max Range*    # Chits    Valid Chits
HELs			36"	      2 	Yellow
RFACs, MDCs, HVCs     Medium	      2 	Yellow
RFAC/1			12"	      2 	Yellow
RFAC/2			18"	      2 	Yellow
MDC/1			16"	      2 	Yellow
MDC/2			24"	      2 	Yellow
MDC/3			36"	      2 	Yellow
MDC/4			42"	      2 	Yellow
MDC/5			48"	      2 	Yellow
HVC/3			24"	      2 	Yellow
HVC/4			27"	      2 	Yellow
HVC/5			30"	      2 	Yellow
HKPs, GMSs, IAVRs     Ineffective vs Infantry
DFFGs		      Medium	      3 	Red
DFFG/1			 8"	      3 	Red
DFFG/2			12"	      3 	Red
DFFG/3			16"	      3 	Red
DFFG/4			20"	      3 	Red
DFFG/5			24"	      3 	Red
SLAMs		      Close	    Normal	Yellow
SLAM/3			12	      3 	Yellow
SLAM/4			12	      4 	Yellow
SLAM/5			12	      5 	Yellow
*vs Infantry. Medium except for HEL and SLAMs.
So SG2 heavy weapon ranges vs infantry should be increased.
DS2 abstracts this by reducing range (but not as much 
as SG2), number of chits drawn, and chit validity

> Undoubtedly, I'm missing some. [snip]
> 
[Bri] Heavy Weapons ranges vs point targets (i.e. vehicle 
to vehicle combat) in SG2 need to be brought into line
with DS2 ranges.

> As an added bonus, I note that DS2 and SG2 vehicle construction rules
are
> showing their age. [snip]
> 
> Construct your DS2 or SG2 vehicle by figuring how many spaces you need
> [snip]
> 
> When calculating the basic hull cost, instead of multiplying size
class by
> 5, just use the capacity points you plan (say in this case 11). Then
> that'll
> work into BVP and it all works nicely.
> 
> Now, wait! How do we solve size class? 
> 
> Cap  Size class Description
> 0	   0	  PA 
> 1	   0.5	  Motorcycle/Cavalry, Terminator Armour
> 2	   0.5	  Motorcycle/SideCar, Heavy PA/Heavy Gear
> 3-7	   1	  Jeeps, FAV
> 8-12	   2	  Small to mid sized APCs, Civilian Trucks, ARVs
> 13-17    3	  Larger APCs, Small MBTs
> 18-22    4	  Normal MBTs, Big Ass APC (Phalanx - in SG2, illegal!) 
> 23-27    5	  Big MBTs, Small Interface landers
> 28-32    6	  Interface landers, super tanks, transports, etc
> 33-37    7	  The biggest of the big 
> 38+	   Oversize
> 
[Bri] Why not just divide the capacity points by 5 (round 
up) to get size? All that you did above was to shift the 
size by 2 capacity points (12 instead of 10; 17 instead 
of 15; etc.). 
Dividing by 5 keeps it consistant with the rules as written
(and does not invaidate any existing legal vehicles). [The
NAC Phalanx would still need to be corrected to size 5 for 
targeting.]
But I like your idea of construction using capacity points
instead of starting with the vehicle size.  

> Note, this now lets me build the above LAV, or Jon's illegal Phalanx
> design
> from the back of the SG2 rules (2 x DFFG/1 in turrets + 16 infantry is
> either 21 or 22 capacity points, no way it would fit in 20 as
specified in
> the book....). 
> 
> This lets me build the LIPPC as a 12 point target class 2 object and
mount
> a GMS/L and a class 1 gun while still having room for 7 infantry. 
> 
> You can see the advantages of this system - the same advantage as
tossing
> the arbitrary size limits in FT2 - makes it much easier to fit things
you
> know should fit in a given model in the size class the model appears
to
> be. 
> 
> Of course, the other answer is to just build the mini as you see it
and
> say
> to heck with the rules, but that doesn't seem right in points-based
DS2
> where you should pay a few more points for the extra size! 
> 
> Comments? Feedback? 
-----End Original Message-----

My comments, above, marked by [Bri]

In doing conversions, we need to make sure not to unbalance
the games or slow them down too much. 

The danger in altering SG2 is that game balance may change
(the game is already the slowest of the GZG games).

The main danage in DS2 is slowing the game down. Adding too
many fiddley measurements or exception rules will kill the
game just because of its scale (number of elements).

---
Brian Bell
bkb@beol.net
http://www.ftsr.org/
---
From - Wed Dec 13 16:39:11 2000
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To: gzg-l@csua.berkeley.edu
Subject: How do Reinforcements work?
Date: Tue, 12 Dec 2000 10:57:30 -0600
From: Andy Cowell <andy@cowell.org>
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This might seem like an odd question, but in reality, how does
reinforcement work?  Are newly trained troops given to each
organizational leader who, each in turn, allocates them to the leaders
under him?  Are troops ever/often moved "laterally" to reinforce other
groups?  Are partial strength groups ever/often merged together into
full strength groups?  At what levels?

(The technical term escapes me-- by group, I mean an organizational
structure such as a company or platoon, etc...)
From - Wed Dec 13 16:39:12 2000
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From: Corey Burger <burgundavia@crosswinds.net>
Subject: Re: Uplift FT (was Re: Am I a Republic revisionist?)
In-Reply-To: <4.2.2.20001211151948.00a381c0@pop.hba.marine.csiro.au>
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Hey, us Canucks get even less for our dollar!

At 03:21 PM 12/11/00 +1100, you wrote:
>G'day guys,
>
> >BTW, anyone else in America find it scary that it
> >is a tad cheaper to order GZG stuff from Eureka in
> > Aussie-land and pay the shipping then it is to
> >order from GeoHex with free shipping?
>
>What's scary is when any one in Aussie land contemplates ordering 
>overseas, but I guess that's what I get for living in a country where
the 
>local dollar is really worth about 2 brass razoos! ;)
>
>Cheers
>
>Beth
>
>
>-----------------------------------------------------------------------
----- 
>-----------------------------------------------------------------------
-----
>Elizabeth Fulton
>c/o CSIRO Division of Marine Research
>GPO Box 1538
>HOBART
>TASMANIA 7001
>AUSTRALIA
>Phone (03) 6232 5018 International +61 3 6232 5018
>Fax 03 6232 5053 International +61 3 6232 5053
>
>email: beth.fulton@marine.csiro.au
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Subject: Re: [FT, SG] Tell the world, I've updated the page
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Brian Bell wrote:
> I am having some personal health problems (blood sugar spiked over 500
one
day, now on some medication to help control it),...

Being recently diagnosed diabetic myself (three months), I sympathise
with
you. I hope you get better soon.
    I found that taking Omega 3 fish oil capsules and regular exercise
(30
minutes walking every day) make a world of difference. This might help
you
as well.

Andrew Martin
ICQ: 26227169 http://members.nbci.com/AndrewMartin/
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