Feild Guns (was Re: [OFFICIAL!] Attention SG2/DS2 players! Help wanted...)
From: Christopher Pratt <valen10@f...>
Date: Thu, 30 Oct 1997 08:13:16 -0500
Subject: Feild Guns (was Re: [OFFICIAL!] Attention SG2/DS2 players! Help wanted...)
I was wonder how to do crew served feild guns in DSII. Something like
an HKP/3 or an MDC
or somethin, in an implaced position.
thanks
chris pratt
valen10@flash.net
Phillip E. Pournelle wrote:
> Jon of GZG wrote:
> >> Hi everyone,
> >>
> >> Both these systems are long overdue for the release of some
supplementary
> >> material, and we know a lot of you are keen to see Bugs Don't Surf
(the
> >> promised SGII supplement) published. Well, now the FT Fleet Book is
finally
> >> under way, we are starting to look at seriously getting material
together
> >> for BDS - which will probably be a JOINT supplement for SGII and
DSII, as
> >> the two systems have so much in common.
>
> APSW:
> In DSII we note that an APSW for a rifle team costs 10 points
while an
> extra APSW for a vehicle costs only 4. In SGII we see SAW carried by
squad
> members and are the equivelent to a Browning Automatic Rifle or follow
on.
> We can see though that a RFAC with a fire control system in SGII is
much
> deadlier than a Standard SAW in SGII or even a SAW on a stable
platform.
> But in DSII we see that normal weapons like a RFAC fired
against infantry
> rifle teams draw only one chit per level of the weapon (e.g. 1 yellow
for a
> RFAC/1 or 3 chits for a HEL/3) but an APSW draws 5 chits... There is
> clearly a disconnect somewhere.
> What would an APSW (crew served or vehicle mounted) weapon
look like in
> SGII? What is the proper procedure for firing a heavy weapon against
an
> infantry squad?
> Similarly if you are going to add the Very RApid Fire Gauss
class of
> weapons to DSII then you should give them a slightly farther range
than a
> RFAC and make the cost multiple 16.
>
> Walkers:
> A while back I noted that a Combat walker has the same cost
multiple of an
> Infantry Walker but a Combat Walker moves at 12 inches while an
Infantry
> Walker moves at a rate of 6 inches. Obviously the two classes should
be
> broken out and the cost multiple adjusted.
>
> Hand held missiles:
> A hand held GMS/P in Star Grunt can be likened to a Stinger
missile in
> DSII and therefore to a LAD in SGII. However, a LAD in DSII can only
be
> used against high fliers. I think that the effective range of a LAD
in
> DSII should be adjusted according to the altitude of the craft.
>
> Point system:
> I've already posted my idea for a point system to use DSII
points to help
> people design forces in SGII. If you want me to repost it, I can.
>
> Personal Weapons:
> In DSII we are told that different forces Militia/Line/Power
have
> different effective ranges attributed to them according to the quality
of
> their weapons. Meanwhile in SGII the effective ranges of their
weapons is
> based on the quality of the guys firing them. I realize that the FP
of
> each weapon makes an adjustment on the effective range of thier
weapons in
> SGII but you can't go beyond a D12... These two issues may need some
> examination.