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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?

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