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Re: [DS] Air Superiority Rules

From: "Andrew & Alex" <Al.Bri@x...>
Date: Fri, 18 Dec 1998 13:49:02 +1300
Subject: Re: [DS] Air Superiority Rules

Of course there is always my set of simple rules on my site.
Andrew Martin
-------------
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-----Original Message-----
From: Ndege Diamond <nezach@earthlink.net>
To: gzg-l@CSUA.Berkeley.EDU <gzg-l@CSUA.Berkeley.EDU>
Date: Thursday, 17 December 1998 4:07 PM
Subject: [DS] Air Superiority Rules

>Hello all,
>
>I am normaly a lurker on the list but I need some feedback.  I am
trying to
>do up some air superiority rules for aerospace vehicles.  This is what
I
>have so far:
>
>Here is an off the cuff/back of the envelope idea I have for Air
>Superiority in DS.  It is a bit simpler than some of the house rules on
the
>web.
>
>When building an Aerospace vehicle add the following options to the
points
>value system:
>
> Enhanced Maneuverability     +200 points     (Aerospace only)
> Superior Maneuverability     +400 points     (Aerospace only)
>
>Note: all aerospace vehicles are assumed to have at least Basic
>Maneuverability.
>      However, aerospace vehicles with Basic Maneuverability cannot be
>      used for an air superiority mission.
>
>During play you can activate an air superiority element for an air
>superiority mission or wait for an opposing aerospace element to
activate
>and "intercept" it.
>
>To determine if an interception has occurred an opposed die roll is
made.
>Basic Maneuverability units use a d6, Enhanced d8, and Superior d10. 
If
>the element is "intercepting" an opposing unit being activated shift
the
>die type down one level (d10 becomes d8, etc.) to represent the unit
being
>vectored in at the last moment.
>
>Units with external weapons (DFO pods or SLAM packs) have their die
type
>shifted down as well.	Units may jettison their external weapons prior
to
>the intercept roll and use the normal die type but if they do the
external
>weapons are unusable for that turn. (or should they loose them for the
>entire game?)
>
>If the aggressor wins the roll he may attack, if he loses he is
>unsuccessful and the opposing unit may perform its turn as normal.  If
the
>intercepted unit rolls double the aggressor's roll he may attempt to
attack
>the aggressor!
>
>Once the interception is worked out the victor may make an attack using
the
>following weapons:
>
>HEL
>RAFC
>MDC
>GMS
>
>Treat all ranges as Medium where applicable.
>All other weapons are assumed to be useless in a dogfight environment.
>
>Well, what do you think?  Looking back at it I think there should be an
>advantage given to high leadership units (intercept roll shifted up?)
but
>it isn't bad for a beginner eh?
>
>Ndege "vectored thrust" Diamond
>
>

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