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Re: ADS ... laserlight &ndedge

From: "Laserlight" <laserlight@q...>
Date: Wed, 27 Dec 2000 20:33:31 -0800
Subject: Re: ADS ... laserlight &ndedge

> Its on the bottom of page 19 ADS against ground target..  it says
the
> inverse  ie ADS MAY at ground targets fire if they do not have
active
> sensors.. Implies that you can't fire if it IS active..
> I think??? ... heheheheh

No, it implies that you can fire at ground targets regardless of
whether your ADS is lit or not.
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From: "Laserlight" <laserlight@quixnet.net>
To: <gzg-l@csua.berkeley.edu>
References: <OFA050B9E4.2546DA6C-ON862569BF.006CB5F8@uneb.edu>
<003501c06e96$cc005ee0$b729d03f@pconn><3A499E56.8DE3F852@spikyfishthing.
com> <20001228.193046.9719.0.triphibious@juno.com>
Subject: Re: Suggestions and Advice Solicited!
Date: Wed, 27 Dec 2000 20:57:34 -0800
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> I meant how the ships were compromised for vector and cinematic and
what
> that means in design terms?  How does this compromise make them less
> useful for the one and/or the other mode?

  High thrust and extra firing arcs are more useful in Cinematic than
in Vector, because in Vector you can always turn to face your target
and, unless you're close to your target, you can pretty much guarantee
that you can point your F arc in the right direction.
   I don't know that I'd say maneuver is less important in Vector but
it isn't as sweeping--if your target makes an unexpected turn, in
vector you'll be out of arc by a couple of MU.	In cinematic, your
target may be on the other side of the map.
  Fighters and missiles are easier to use in Vector, for the same
reason.
From - Wed Jan 03 11:05:25 2001
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From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: [FT] SML-AF
Date: Thu, 28 Dec 2000 17:19:05 +1100
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It looks more usable than the original idea.  It would certainly be a
nasty
surprise the first time it was used.
Might I suggest that aside from the arc restrictions (and requiring an
SML)
that the rest is lifted strait from FB2 - scattergun rules?  That way it
will be consistant with those rules (including the drawbacks).

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[Pirates] Dame Captain Washalot
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
> From: bif smith [SMTP:bif@bifsmith.fsnet.co.uk]
> Sent: Saturday, December 23, 2000 7:15 PM
> To:	full thrust
> Subject:	RE-(FT) SML-AF was more weapons
> 
> If you are thinking along the lines of AF munitions/rounds for SML`s,
you
> have to compare them to scattergun packs (which are the nearest weapon
I
> can
> think of for a ammo limited AF/PDS style weapon system). A scattergun
has
> 6
> arc fire, doesn`t require a firecon, kills 1D6 fighters & has a range
of 6
> MU with ADF abbilities at no extra mass/cost penalties. A SML AF round
> would
> have limited arcs, and require a minimum mass of 4 (3 for launcher &1
for
> round). I would give it the same kill/PDS roll as a scattergun, with a
12
> MU
> range, and can engage any fighters within 4 MU, and fighters have no
> chance
> to use secondary movement to avoid. Does this sound reasonable to
anyone
> out
> there?
> 
> BIF
> "yorkshire born,yorkshire bred,
> strong in arms, thick in head"
> 
> 
> 
> 
> 
From - Wed Jan 03 11:05:26 2001
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: [SG2] EW Unit
Date: Thu, 28 Dec 2000 07:15:10 -0500
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I will stick my head in here to make a suggestion.

Shift the active EW unit's Cover Die (the die it rolls while hidden
when another unit is attempting to spot it) DOWN 1 if it is active
and DOWN 1 for each EW counter it has used this turn (open shift).

The above may or may not make sense depending on how you
envision the future of combat. I would think that every soldier would
have some passive sensors (IR, UV, Light, Radio, Microwave, 
Ultrasonic) to aid the soldier in viewing the area and to let him know 
if he/she is being ranged (radar, sonar, etc.). And thus would know
when EW equipment is being used for jamming, searching, disruption
of sensors/guidance, or punching a communication through jamming.
EW units in passive mode (not active) would certainly have such
sensors.

Going further on PSB, the EW unit if it started the game in position,
could have land lines to a remote antenna or antenna array that would
not give away its position, but would give the antenna's position 
away. Thus the antenna could be eliminated, but the EW unit switch
to another remote antenna (requires an action). If the EW unit moves,
it does not have access to the antenna grid and must rely on the
EW equipment's built-in antenna.

-----
Brian Bell
bkb@beol.net
http://www.ftsr.org/sg2/      
-----

> -----Original Message-----
> From: Allan Goodall [SMTP:awg@sympatico.ca]
> Sent: Wednesday, December 27, 2000 9:34 PM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: [SG2] EW Unit
> 
> On Thu, 28 Dec 2000 14:49:48 +1300, "Andrew Martin"
<Al.Bri@xtra.co.nz>
> wrote:
> 
> >Logically, if a EW unit is on and ready to interfere with
communications,
> it
> >could be located immediately by an enemy using Direction Finders and
> >targetted with artillery, without requiring a soldier on the ground
to
> >eyeball the target. Presumably a EW unit that is in passive mode
> ("switched
> >off") could be used to locate a EW unit that is active ("switched
on").
> 
> That's not what the rules state, but a number of us suggested that an
> active
> EW unit could be spotted more easily. The question is how do you do
this? 
> 
> I'm assuming the passive unit would use up an action. What would the
> mechanic
> be for spotting? I would suggest using the same mechanic for an active
EW
> unit
> spotting any hidden unit, except it doesn't use an EW chit (obviously,
> it's
> passive). In other words, it's the quality die of the passive EW unit
> against
> a die for the active EW unit. The active EW unit's die is as mentioned
on
> page
> 52 under "remote spotting of Inverted Counters".
> 
> This is a good house rule, actually. 
> 
> 
> Allan Goodall 		 awg@sympatico.ca
> Goodall's Grotto:  http://www.vex.net/~agoodall
> 
> "Surprisingly, when you throw two naked women with sex
> toys into a living room full of drunken men, things 
> always go bad." - Kyle Baker, "You Are Here"
From - Wed Jan 03 11:05:26 2001
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: Proto SG2 campaign system
Date: Thu, 28 Dec 2000 07:36:07 -0500
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Light Artillery has a minimum of 24" (SG) and all other has a mimimum
of 48" (SG). 

Another list of items on the DS2/SG2 Harmonization list. Minimum range
for artiller in DS would be 2" light, 5" all others.

-----
Brian Bell
bkb@beol.net
http://www.ftsr.org/sg2/     
-----

> -----Original Message-----
> From: agoodall@canada.com [SMTP:agoodall@canada.com]
> Sent: Wednesday, December 27, 2000 4:14 PM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: Proto SG2 campaign system
> 
> On Wed, 27 December 2000, "Oerjan Ohlson" wrote:
> 
> > All DS2 artillery has "effectively unlimited" range - any point on
the
> > table, no matter if they're deployed on- or off-table themselves.
> 
> But in SG2, mortars have a minimum range. I believe it's 24" but I
don't
> have the rulebook with me. 
> 
> Allan Goodall - agoodall@canada.com
> __________________________________________________________
> Get your FREE personalized e-mail at http://www.canada.com
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: ADS
Date: Thu, 28 Dec 2000 07:46:59 -0500
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p. 19 - ADS vehicles MAY fire at ground targets if 
they do NOT currently have hteir sensors active for 
defence use.

p. 32 - For an ADS to function it must have its 
Sensors ACTIVE.

Thus:

Sensor Status  Target Air/Missiles  Target Ground
  Inactive	     No 		Yes
  Active	     Yes		No

-----
Brian Bell
bkb@beol.net
http://www.ftsr.org/ds2/     
-----

> -----Original Message-----
> From: Andrew Martin [SMTP:Al.Bri@xtra.co.nz]
> Sent: Wednesday, December 27, 2000 8:42 PM
> To:	gzg-l@csua.berkeley.edu
> Subject:	Re: ADS
> 
> Page 19 quoted:
> ADS vehicles MAY fire at ground targets if they do NOT currently have
> their
> sensors active for defence use; in this case they may engage with
direct
> fire during their own activation turn as for any normal ground
vehicle.
> 
> So that leads to the following table:
> 
> Sensors?	Can fire in own activation?
> Active	No firing!
> Inactive	May fire.
> 
> I may have said it the other way around.
> 
> Andrew Martin
> ICQ: 26227169 http://members.nbci.com/AndrewMartin/
> -><-
> 
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From: Nyrath the nearly wise <nyrath@clark.net>
Organization: the Praeternatural Tower
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Subject: Re: ADS ... laserlight &ndedge
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chubbybob wrote:
>    Many thank.. The rules are superb but bloody difficult to find
relevant
> bits....?=0)

	Perhaps a good index could be compiled?
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Subject: Re: Suggestions and Advice Solicited! (reprise)
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Greetings to the List,

Thanks for your comments, advice and general
sharing or the ......uhh, wisdom.

Really, was most appreciated. If any one is interested
then I'll post my proto-typical forces on my website.

Also, just to spoil all my feverish calculations and ciphering,
has anyone checked out the special year end deals for
pre-packaged FT units (flotilla's? squadrons? etc) that
Kieran has posted on the GeoHex website?
(url  is www.geohex.com)

(just when I'd pretty much made up my mind. oh well)

Thanks again for the assistance

En avant

Pat Connaughton
e-mail - ptconn@earthlink.net
homepage - www.home.earthlink.net/~ptconn
ICQ # 2535086
"but I am one with the dark side..
Come my friend, let your anger at the disgraced Mac and fragmented UNIX
platforms feed your hatred - Let the darkness in..."

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