Comments on Harmonization DS2/SG2 in reply to Brian
From: "Thomas Barclay" <kaladorn@f...>
Date: Wed, 9 May 2001 13:05:34 -0400
Subject: Comments on Harmonization DS2/SG2 in reply to Brian
Brian,
You make some points I agree with, others I'd
have to question.
1) You indicated DS2 is much more deadly than
SG2. How so? I have seen plenty of SG2
squads smashed by enemy fire and vehicles in
SG2 seem to be fire magnets. Is this reflective
of some aspect of the rules you believe makes
DS2 more lethal or personal on-table experience
(which may have something to do with how one
plays the game in question moreso than the
rules themselves)?
2) You mentioned GMS/P isn't as strong as
GMS/L. I tried that on Oerjan recently and he
tells me the warheads (in our world) are
identical, the differences lie in propulsion and
sighting. To me, this argues for a stronger
impact (ie the same as GMS/L) but poorer range
and perhaps poorer guidance dice (D4/D6/D8
instead?). This isn't what the game says now I
realize, but Oerjan is an SME in this area (at
least insofar as near future tech goes). I was
going to suggest perhaps 12" range and draw 2
chits for GMS/P. That's still better than an IAVR
but less than GMS/L.
3) You mentioned that without command
activation, the only purpose for EW would be to
block artillery calls. In the games of SG I've
played, the MOST frequent single use of EW
(not counting counter-EW warfare) has been to
block GMS shots against vehicles. In one game
where EW was present fairly heavily, there were
a total of 27 GMS/P launches, of which 3 hit
(some just missed, but many were jammed by
EW). This is a rather key use. I'm looking at
porting the SG2 rules and will post a version
once I do so.
When you combine EW, ECM, PDS, and
Armour, many vehicles will be fairly resistant to
GMS attacks. But that's fine, given that you pay
the point costs for EW, ECM, PDS and armour.
The only trouble comes in that in SG2, an
infantry EW soldier can use his EW to jam GMS
shots at a nearby vehicle. In DS2, this translates
to a low point cost unit protecting (quite
effectively perhaps) a higher point cost unit. Talk
about combined arms....
On a related note, the vulnerability of vehicles in
SG2 due to lack of PDS and ADS can make
them rather short lived. I think something you
spend a few million NAC pounds on would be
something you'd want to be quite resilient to
enemy fire.... so I've got rules for vehiclular self
defence charges. PDS and ADS I should
probably add.
Thanks for the input guys. :)