RE: Drifting to DSII (was Re: New Fighter Types (drifting OT....))
From: Noah Doyle <nvdoyle@m...>
Date: Mon, 20 Jul 1998 20:26:33 -0500
Subject: RE: Drifting to DSII (was Re: New Fighter Types (drifting OT....))
Yeah - the stats are hiding somewhere - Mk V. Essentially 6-module
vehicle, 2xclass 7 mods, 4xclass 4s. 2x DFFG/5, 6xMDC/4, 16xAPSW,
6xmodified class-4 artillery rocket (one shot, nuke warhead).. It was
fast
tracked, max armored. We didn't use the 'One BOOMed module destroys
vehicle' rule - modular vehicles then die very rapidly. We also had
some
rules about limitations of differences between weapon & armor classes to
achieve BOOMs. The OGREs were horrifying - lots of firecon, nukes, and
a
fearless AI. More often than not, it was the AIs lack of morale that
won
the battle. Few forces can mentally withstand being nuked 6 times, even
if
their force losses were minimal.
Noah
-----Original Message-----
From: The cat that walks by himself [SMTP:catwalk@ibm.net]
Sent: Monday, July 20, 1998 05:41 PM
To: FTGZG-L@bolton.ac.uk
Subject: Re: Drifting to DSII (was Re: New Fighter Types
(drifting OT....))
Jerry Han wrote:
> Very good for fire-support; you need anti-orbital stuff to get at the
> launcher platforms, they don't care about cloud cover (since they seek
> on the emissions from the grav drive, which are hard to hide (8-) ),
> they're relatively cheap compared to other types of space-based
> fire support, and there isn't much that can resist something like
> that going through your top deck. (Unless you're a Bolo or an Ogre,
> but now I'm crossing Universes. (8-) )
>
> J.
>
Speaking of which, anyone translated Ogres into DSII?