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Re: (DS, SG) A Sort of Halfway idea

From: Glenn M Wilson <triphibious@j...>
Date: Wed, 07 Mar 2001 22:07:09 EST
Subject: Re: (DS, SG) A Sort of Halfway idea

This is a real and very old problem in WW2 and beyond with skirmish
scale
or near-skirmish scale games.  McEwan's old (1970's? or early 1980's?)
"Warbots and Death Machines" at the top end  had these 10 FOOT range
heavy weapons, IIRC....

Reality, it's a bad day when the AFV spots you and you aren't "too
close"
- actually on the vehicle isn't too safe even, according to Zumbro's
book
about Armor (usually without escorts) operating in Vietnam (and doing
more then okay) - they called using the turret and 'other' MG's
'scratching your neighbor's back' essentially.	Bad on external stores,
bad on VC but merely irritating to the crew being 'scratched' by
friendly
fire.

Mixed armor/infantry battles outside of extremely closed terrain should
be extremely dangerous for the grunts.	Now, an IAVR from behind when
undetected is another matter.  "Balance" requires the dumbing down of
the
AFV Anti-Personnel weapons to make the game playable with more then a
few
true AFV's on the board (even M-113 ACAV type vehicles.)

Gracias, Glenn/Triphibious (American Mongrel)
You don't have to be French to be a 'frog', or even human!
Nektons - Real Marines! (Die, Ralnai, Die!)
Starguard, Dirtside 2,	Ratner's Space Marines, Stellar Conflicts
and Uprisings, and Full Thrust/2nd.  Resistance is everything!

On Wed, 07 Mar 2001 15:14:39 +0000 Tony Francis <tony.francis@kuju.com>
writes:
>"Bell, Brian K (Contractor)" wrote:
>> [Bri] DS2 is roughly 10x SG ground scale. DS2 ground scale is 
>1":100m (DS p.
>> 4). SG ground scale is 1":10m (SG p.4).
>
>I looked this one up last night, having finally found my copies of the
>rules (packed away and buried during some building work at home).
>
>Applying this 10:1 scaling across all weapons systems would result in
>just about all weapons firing at close range. In fact the longest 
>ranged
>weapons would reach 600" on an SG2 board ! Although realistic, it a)
>makes the battlefield a lethal place for vehicles, and b) negates some
>of the advantages of larger weapon systems.
>
>I've come across this situation before when writing WW2 rules, and the
>solution we used there was to use different scalings for infantry and
>heavier weapons (cue sharp intakes of breath from purists).
>
>A quick perusal of the ranges has led me to go for a scaling up of DS2
>ranges by around 4:1 when applying them to a SG2 table. This means 
>that
>an RFAC/1 (a common weapon on APCs) would have a maximum range of 64",
>slightly more than the maximum range of elite infantry small-arms fire 
>-
>this seems about right. 
>
>> [Bri] Feel free to use my FMA Enhancement for DS2. It is at
>> http://www.ftsr.org/ds2/techlib/ds2fma.html
>
>Well, you seem to have done most of the hard work for me !
>
>This being aimed at SG2, I want to build crew quality into vehicle 
>fire,
>so the idea I've had is to make the basic To Hit die that of the 
>firing
>crew's quality. This is shifted up one type for superior firecon and
>down one for basic, and then modified again for range by similarly
>shifting up one die for short range and down one for long range (this
>means that an untrained crew with basic firecon could only hit targets
>at short range, and that on a d4 only !). The works insofar that for 
>an
>average crew the die type would be the same as your current system.
>
>Tony
>
>-----------------------------
>Tony Francis
>Senior Software Engineer
>Kuju Entertainment

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