DS2 AAR and questions
From: "Thomas Barclay" <kaladorn@f...>
Date: Sun, 15 Jul 2001 03:32:01 -0400
Subject: DS2 AAR and questions
Regarding the nice AAR:
You've just discovered the DS2 quantity vs.
quality argument. This is the same point system
that makes an army of jeeps with GMS/H just
about the most powerful force you can field per
point. High tech isn't quite worth what you pay
for it, and quantity has, as one famous fellow
once said, a quality all its own. I'd suggest that
in these kinds of battles, you consider your
board layout very carefully, you provide inexact
detail to the two sides about what they may
face thus forcing them to consider arty and air
threats, and you consider giving the high tech
force 10-15% more forces.
Regarding the questions:
Immobilized VTOL - I agree with Brian - Low
mode or Hovering - hard landing. High mode,
crash, though why particularly off-board I can't
see. What I did in SG2 when low mode VTOLs
were shot down was roll 2d12, move them that
many inches along their line of flight, and then
crash them there. During the GZG ECC III
scenario Grey Day To Die, one actually crashed
on top of some of the forces that shot it down.
The DS2 equivalent might be to roll d4 and
move it that many inches and crash it. If in high
mode, this might be d8" or d12". You could
also randomize direction (or just say it is off
board, but that lacks the chance for a SAR
mission....) :)
As for the ADS issue - every ADS I've seen or
heard of probably uses direct sensors in order
to get fast enough feedback to engage with
guns or (in concept designs) with lasers. Larger
scale ZAD or TAD systems probably use missiles
and have ranges that make out-of-LoS sensing
a requirement. But I suspect most ADS in DS2
are laser or gun based and thus line of sight
should be required.
Alternately, if it is only light woods, you might
want to let it fire with some seriously degraded
capability.