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[DSII] Air Defense

From: John Atkinson <johnmatkinson@y...>
Date: Sat, 7 Sep 2002 12:13:24 -0700 (PDT)
Subject: [DSII] Air Defense


Air Defense is one of the stickiest subjects in
designing a DSII orbat.

Most of my opponents have not been really
aerospace-intensive.  I myself have rarely brought
aerospace assets to the table.	So, admitting
ignorance, here's what I glean from the RULES.

Two types of ADA assets, ZADS and LADS.

LAD:  Appears to be incredibly useless.  Costs 75
points and does nothing except self-defense, even if
the aircraft does a DFO on the infantry platoon 400 to
the left.  12" range overall, which makes it useless
for vehicles to carry, as any self-respecting
aerospace jock is going to be packing GMS/H for
popping vehicles.  Proposed fix: All it to target ANY
aerospace units in 12", but only one per turn, making
you sweat when and where to use it in a heavy
aerospace environment.	This system is nearly
ineffective unless grouped in units of at least 2.

By capacity cost, and based on the 'fluff text', this
system can best be thought of as a Stinger-style
GMS/L/AA, but with most of the range being 'up' and
not 'out'.  Perhaps allowing it to target VTOLs at
ranges of up to 24 might be a useful change?

ZADS: By rules mechanics, this is a conventional
autocannon.  Based on the capacity changes, one can
imagine that the various grades represent different
calibers of autocannon (23/57/85??).  In this case,
they should be treated differently for purposes of
ground combat.	Instead of being treated as an RFAC/2,
they should be treated as twin-linked RFAC/1, /2, or
HVC/3.	This would then make the capacity ratings make
sense, the guns plus a blanket 5 points of capacity
for the sensors and electronics.  We know they are
entirely automated because they are highly effective
vs. GMSs, and no human has that kind of reflexes.

The cost of ZADs is prohibitive.  In a 5,000 point
game, a pair of Enh ZADS vehicles (724) is 15% of the
cost.  I do not understand why this is so.  I doubt
the procurement cost of an air defense system (guns
and firecontrol alone) should be greater than that of
a top-end medium tank.	I attempted to verify that,
but could not find a straight answer on the internet
anywhere as to what a TriAD turret costs.  [OO, why
can't these things be put up where everyone can read
them??	:)].

The model is also very odd.  The quality of the system
affect 3 things: The morale effect on the pilot, the
ability to 'burn through' the ECM jamming the fire
control, and the damage done to the aircraft. These
are three seperate factors.  

I do not know for sure about the first factor, but I
feel it should probably be fairly independant of
weapon size.  I mean, once you're 'locked onto' by an
ADA system, I doubt there is much time to sit down and
decide "Oh, it's a FAN SHROUD class radar, which is
the Target Acquisition system for second-line 85mm SP
systems. . . "	No, they probably go "Look, I'm
illuminated, better start evasive maneuvers and dump
decoys and have my back-seater start jamming him."

Ability to target through ECM is totally independant
of weapons size and is the only factor the completely
dependant on the electronics.

Damage done, however, is a factor of weapons size. 
Note that the damage is not resolved as most
twin-linked weapons systems are, but is instead one
extra chit drawn.  This simulates the fact that you're
not likely to get a direct hit, but instead fill the
air with fragmentation.

So:  My ADS fix is as follows:

Weapon:  Size 1-3 (Counting GMS as class 1 and 2) 
Range vs. missles equals the short range of the basic
system.  Range vs. aircraft equals 1.5x the max range
of the basic system except for missle, which use their
standard range.  Weapons of size 4&5 are too large to
slew fast enough to be effective.  Cost of weapon is
doubled.  Count GMSs as being 15 or 25 points.	Cost
is doubled to represent special mount required.  A
second weapon may be added to guns only.

Targeting System:  Flat 5 capacity points.  Costs
75/150/225.  Quality of targeting system controls the
roll vs. ECM.  As per a LAD, multiple ADS systems may
help each other, upgrading the dice rolled as far as
d12.  

Damage as per weapon, but GMS/L and GMS/H do 2 and 3
chits of damage respectively.  This is not altered by
number of units firing.  Presumably the cumulative
effect of ADS represents an aircraft maneuvering out
of one system's engagement envelope, and right into
someone else's.

Opposed roll between the quality of ADS and Command
marker is changed so that the ADS player rolls a d6,
upgraded by 1 for each additional ADS system firing on
the aircraft.

This makes GMS/L/ADS the equivelant of a LAD on a
vehicle with an air search radar and superior
targeting systems.  Which makes sense.	It's now also
a game of when you want to target the enemy
aircraft--if you do it at the max range of your laser
system then it's the only one that can help.  But if
you wait, your missle and guns can join in.  

I'm not happy about the range ruling, but it's the
only one that makes sense.  After all, the book ZADS
can engage at 36" which is 1.5x24" which is max range
of RFACs.  Perhaps 36" is a limitation built into the
nature of the fire control?  Any suggestions here?

John

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