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Re: EW/Sensors (simple rules)

From: Roger Books <books@m...>
Date: Fri, 7 Apr 2000 09:28:00 -0400 (EDT)
Subject: Re: EW/Sensors (simple rules)

On  7-Apr-00 at 08:16, Bell, Brian K (Brian_Bell@dscc.dla.mil) wrote:
> Very simple (and untested) Electronic Warfare (EW) rules.
> 
> Assumption 1) Desired for EW to have an effect on
>		combat
> Assumption 2) Want to be quick and easy
> Assumption 3) Want to stay with d6 (as the rest of FT)
> Assumption 4) Want to keep within the GZG staging system
>		for EW (Basic, Enhanced, Superior)
> Assumption 5) All warships are considered to have a 
>		minimum of Basic EW
> 
> EW Capability:	  # Dice Rolled:
> Basic 			1
> Enhanced			2
> Superior			3
> 
> Procedure:
> Determine EW level for the attacker:
> Before firing, the attacking ship will announce its target and the
number
> of Fire Controls (FCS) that will be committed to the target. 1 FCS is
> Basic, 2 FSC is Enhanced, 3 FCS provides Superior EW. Enhanced Sensors
will
> add one level to the EW level (Basic to Enhanced, Enhanced to
Superior) and
> Superior will add 2 levels to this (Basic to Superior) for EVERY
attack by
> the ship. The maximum level is Superior.
> Determine the EW level for the target: 
> The target ship starts with a Basic EW. ECM adds 1 level to the EW
rating
> (Basic to Enhanced). Area ECM adds 1 level to the EW rating of all
ships
> within 12", including itself. Thus if a ship has ECM and is in an Area
ECM
> field, it uses Superior EW. Maximum EW level is Superior.
> Effect:
> Both ships roll a number of dice per the EW level. 
> If any of the attacker's dice are higher than the highest of the
target's
> dice, the attacker has locked on to the target. Perform combat as
normal.
> If 2 or more of the attacker's dice are higher than the highest of the
> target's dice add +1 to all to hit rolls this turn from that ship to
that
> target.
> If the highest of the target's die is higher than the highest of the
> attacker's die, the attacker may not fire at that ship. 
> The attacking ship may NOT retarget his weapons if he fails to achieve
> target lock-on. FCS used to add EW levels to an attack may not be used
to
> target another ship or for any other purpose this turn.   

I hate to be the nay-sayer, but I really don't like the idea of forcing
more FCS onto the ship.  FCS are for firing weapons, not detecting. 
It's
the difference between a radar and a laser painting device.

I know this is beating a dead horse, but I would like to see something
on the information end.  If you know it's there you can shoot at it.

IE

0-12 MU: see opponents SSD
12-36 MU: see miniatures on the board
36-60 MU: see "objects" representing mass classes, kind of like the
	   ping-pong balls.
60-80 MU: see non-mass differentiated objects.

Target in all cases.  For the EW end I would like to see change of
range bands and/or provide disinformation in the 40-80 range.  If
you want to play with passive/active sensors that would be fine
also.

The ranges need to be played with, the 80 MU distance feels correct
to me for those who don't have artificial speed limitations.

Roger 


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