Summary Sensor rules
From: "Phillip Pournelle" <emisle@e...>
Date: Mon, 6 Sep 1999 21:40:03 -0400
Subject: Summary Sensor rules
Hello,
Some of you probably think that my Sensor rules are a bit involved
and don't want to spend every turn rolling for lock ons and detections
but would like something in a more summary fashion to reflect the
advantages of a set of Electronic Warfare Rules.
If you examine my rules and try to determine the range at which a
unit has a 50% chance of detecting a target, add the target's signature
(based on size) to the die advantages of the Observer (+2 for Enhanced
and +4 for Superior) and multiply that number by 12 inches then add 12
more for the first range band. If we then assume that the two fleets
charge at each other at an acceleration rate of 6 each we find how many
turns it takes to close each other.
Signature + Sensor 0 1 2 3 4 5 6 7 8
Range 12 24 36 48 60 72 96 118 130
Turns to close distance 1 2 2 3 3 3 4 4 5
If we examine how many turns it takes to close an enemy we can also
assume how long it takes to get weapons online, get pilots out of bed
and into fighters, etc.
WEapons conditions:
1 Defnsive systems online, PDAF and screens only
2 1/2 of all fighter may launch and remaining weapons systems online
3 All Fighters may launch
4 1/2 of all fighters launched
5 All Fighters launched.
Okay now you are all wondering where is he going with this. How about a
summary table where we deteremine who is at what positional advantage
based on early detection of the enemy? We can normalize the overall
effect of multiple sensors and platforms in a summary format. 2D6 gives
us a nice bell curve that can be modified by resources employed.
Step 1 determine the fleet signature:
a. Find the ship with largest signature from my previous post.
b. Add one per ship with the same signature, max of three total.
c. add 1 per each five remaining ship in force minus any scouts.
d. add three if this is an active search.
Step 2 determine sensor advantage:
a. Start with best sensor (+2 for Enhanced, +4 for superior)
b. +1 per each additional ship with enhanced or superio sensor, max +
3.
c. +1 per fighter or scout ship in scout screen. Note 1.
d. +3 if Supported by a friendly base in system.
e. +2 If actively sensing.
Each side rolls 2D6 and totals them and adds their enemy's signature
adn their own sensor advantage. The higher roll is called the winner
and the lower the loser.
Examine the difference between them and note the effects:
0 to 2 Winner in weapons condition 2, Loser in weapons condition 2.
3 to 4 Winner in weapons condition 3, Loser in weapons condition 2.
5 to 6 Winner in weapons condition 3, Loser in weapons condition 1.
7 to 8 Winner in weapons condition 4, Loser in weapons condition 1.
9 Winner in weapons condition 5, Loser in weapons condition 1.
Winner flanks loser and may split force in two as if
attacking from two contiguous flanks of a hex with enemy in center.
10 + Winner in weapons condition 5, Loser in weapons condition 1.
Winner Envelopes Loser and may attack from three contiguous
flanks of a hex but not the direct rear.
Note 1: Fighter squadrons and scout ships assigned to scout duties
are not available for the actual combat game, they are out of position
because they were sent in open formations away from the main body. Now
we know why everyone wants to buy scouts and destroyers...