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Re: [GZG] [DSII] Precision Strike

From: Ryan Gill <rmgill@m...>
Date: Mon, 1 Aug 2005 15:08:12 -0400
Subject: Re: [GZG] [DSII] Precision Strike

At 5:27 PM +0200 8/1/05, Oerjan Ariander wrote:
>
>They look OK-ish as long as you only intend to fight battles set in
1991 or earlier, but they're far too tied to DS2's ADS rules - which
themselves only really represent SPAAGs from the 1970s and earlier, ie.
the kind of AAA available during the Vietnam war - to model even the
later 1990s very well.

Yeah...well, I wrote them to go along with the flow....

>Considering that even the original HAWK system had a range of 25 km,
that the later HAWK models have a range of *40* km, and that you've
listed "SA-6" both in the "MADS equivalent" *and* the
"not-to-be-confused-with-MAD" categories, I suspect that you may have to
polish your list of examples a little :-/

Typo....There are a bunch in the web version too. I wrote them hoping to
get comments and I think posted them to the list way back when....Then
got busy with other things then never looked at it....I know laserlight
or someone referred to the page way back when....ack it was back in '99
that I last updated that page....

>Today's "MADS equivalents" have a *maximum* altitude as well -
typcially around 15,000'. In order to engage targets flying higher than
that, you need the theater-level stuff.

Should the altitude limit apply in DSII/III terms?

>No, they don't (not if you're serious about the "120mu range" bit,
anyway). There are several "MADS equivalent" systems today which have
all systems collected on a single vehicle. They *can* be split up into
multiple units, but they don't *have* to be.

They tend to require multiple units, however aren't those more in the
range of being covered by the ZAD systems? Given that the method of fire
is a bit abstracted (ground fire allowed, etc).

>>Only one Sensor element may be active for a given set of Launcher
elements. If it is destroyed by ARM fire, the MADS unit may switch over
to an alternate Sensor element if available.
>
>This implies that if the sensor is destroyed by some *other* means than
ARM fire, the MADS unit *can't* switch over to an alternate sensor
element. Intentional?

Picky picky. Any destruction of course allows a swap of command if
available. I suppose there's a timing issue. Perhaps if it's part of
another unit it needs an activation to bring its sensors online if not.

>>A MADS's search and tracking radars emit radiation just like an ADS.
Thus each elements' signatures are effectively 1 larger and Stealth/ECM
systems are ineffective.
>
>This is one of the most 1970s bits of the entire DS2 rules set. While
this was true during the 'Nam and Yom Kippur wars, it wasn't true for
Serb AA units during the NATO bombings of Kosovo, it isn't true today,
and I kinda doubt that it'll become much truer in the future. Modern
radars can play quite a few interesting tricks on incoming ARMs, and all
those tricks definitely fall in the "ECM" category.

Well, sure, but don't systems like AALARM have some of their own sneaky
things? I'd expect that with faster ARMs and better sensor resolution,
that once you emit and stay in the same place, you're more likely to be
toasted? Though, I can see your point, does High end ECM always trump
high end Active Emissions? What level of emissions aren't going to
increase your signature to the other guys? Does something with total
emcon vs something with active search emissions have the same signature
even with all the cat spinning and ecm additions? How to compensate for
that? Have two die rolls? Have the ARM roll against a primary die of
signature and have ECM as a secondary die? Presumably the ECM can spoof
the ARM away, but if that doesn't work you get shredded (or at least the
antenna does).
-- 
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