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Re: (DS): Systems per Class

From: Brian B <greywanderer987@y...>
Date: Thu, 22 Jul 2004 09:47:38 -0700 (PDT)
Subject: Re: (DS): Systems per Class

Ah, I see. Figured as much. See, for a construction
system, I believe limits should be based on size
(capacity covers that), weight (also part of
capacity), or power requirements (power plant rules).
Because its a weapon seems too artificial, even for an
abstract game.
--- owner-gzg-l@lists.CSUA.Berkeley.EDU
<warbeads@juno.com> wrote:
> Good question, I hope my answers make sense...
> 
> On Wed, 21 Jul 2004 07:37:35 -0700 (PDT) Brian B
> <greywanderer987@yahoo.com> writes:
> >Before I comment, what standard do you use to
decide
> >what items count or not?
> <snip>
> >> So, House Rule Time!
> >> 
> >> Glenn Wilson's First Written House Rule for DS 2:
> >> 
> >> For maximum number of weapons (from page 16
> >'Capacity Requirements for
> >> Vehicle Weapons and Systems' in the lower right
part
> >of the page) per
> >> class the following is applicable at all times  -
> >> 
> >> Direct Fire Weapons - count
> because it's... direct fire.
> 
> >> GMS systems - count
> ditto
> 
> >> PDS systems - count
> vehicular defensive system
> 
> >> ADS systems - count
> direct fire on missiles, Aircraft, infantry etc.
> 
> >> LAD systems - count
> Directly fires "defensively" against attacking
aircraft...
> 
> >> APSW (past one) - count
> Direct fire versus infantry and soft skin vehicles
> 
> >> Fire Teams - DON'T Count
> This is a weapon using group of soldiers but their
fire when mounted (and
> allowed) is at best ineffective.  This weapon using
force is really only
> effective when dismounted so I don't see it as a
'vehicle' weapon system.
>  Even if you argue it is a weapon system (maybe but
the things they make
> go boom seem more like a weapon system to me) I
would not see it as a
> 'vehicle' weapon system.  Hair splitting?  Maybe but
I am comfortable
> with it.
> 
> >> Cargo Load - DON'T Count
> Doesn't shoot
> 
> >> Vehicle Transport - DON'T Count
> Doesn't shoot but i don't use any designs with this
function...
> 
> >> Command/Communication systems - count
> Soft fuzzy answer is that it seems to be counted as
one from reading the
> rules but mostly because it 'feels right' - so no
really good reason
> beyond that.	Easier (for me) to count it as a
weapon system multiplier
> but that's not the choice - is or isn't.  I chose
"is".
> 
> >> Artillery weapons - count
> Point and go boom from vehicle and things die.
> 
> >> CBR systems - count
> Like Command/Communications I don't have a good feel
either way .  
> Easier (for me) to count it as a weapon system
multiplier but that's not
> the choice - is or isn't.  "Is" feels right.
> 
> I might note this has little affect on non-APC/MICV
AFVs (except for NPC
> where almost all vehicles have a 'Battle Rider"
infantry Fire Team or
> two) since I usually start with a Size 4 or 3 * main
gun, a PDS (Enh or
> Sup in most cases -  low tech PHR always gets Basic
FCS, PDS, ECM, GCS)
> then a LAD if enough capacity.
> 
> Gracias,
> Glenn
> 
> * I would use 5 except for the odds on a "firer
system down" seem too
> high for my comfort  - one poor guy might as well
blow them up at the
> start of the game - he's experienced over 50%
failure with HVC-5's
> usually after getting Boom or 'sure to kill' damage
chits accumulated
> before the 'FSD' chit is exposed (over 75% of the
time in one game.) 
> Always at the critical moment it seems.  I draw them
together and expose
> them sequentially, understandably he hates that now.
> 
> Gracias,
> Glenn
> 
> 
>
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