A Few New DS2 Ideas

8 posts ยท Jun 9 1998 to Jun 18 1998

From: scipio@i...

Date: Tue, 09 Jun 1998 04:59:14 -0400

Subject: Re: A Few New DS2 Ideas

> At 10:06 PM 17-06-98 EDT, you wrote:
I have used the LADS, I like the extra range. I don`t use the MADS because it
runs out too quickly and the guys I play with love vtols.

From: Noah Doyle <nvdoyle@m...>

Date: Tue, 16 Jun 1998 00:30:44 EDT

Subject: A Few New DS2 Ideas

Here's some ideas to throw around:

Primitive and Advanced system qualities - adjust by the standard die
scaling accordingly (needs lots more detail, I know, but my notes are still
packed away)

Allow Combat Walkers to Evade while running Allow VTOLS to Evade Allow
Infantry Walkers to Run and Evade Allow Evasion to assist in GMS fire
avoidance Give Infantry a 'Damaged" state, much like vehicles (again, more
detail needed) Allow multiple DFO attacks to be spread out like Dispersed
Sheaf artillery fire

Noah

From: John Atkinson <johnmatkinson@y...>

Date: Tue, 16 Jun 1998 00:51:45 -0500 (CDT)

Subject: Re: A Few New DS2 Ideas

> You wrote:

> Allow Combat Walkers to Evade while running

Yeah...

> Allow VTOLS to Evade

Perhaps.

> Allow Evasion to assist in GMS fire avoidance

Nah. Most GMSs are not going to be optically guided. They're going to be fire
and forget.

> Give Infantry a 'Damaged" state, much like vehicles (again, more

Don't like. Not on scale of Dirstide. DS infantry element is a fire team. To
have military effect, needs to stay relatively intact. (Try
playing SG with 4-man teams, you'll see what I mean).  Once you drop
one or two of 'em, you've probably a)fuxored their morale state,
b)knocked out the SAW, and/or c)concentrated survivor's minds on aiding
wounded.

> Allow multiple DFO attacks to be spread out like Dispersed Sheaf

You mean allowing bombing runs? I could see this easily. Rip the heart out of
entire path down the middle of the board.

From: Noah Doyle <nvdoyle@m...>

Date: Tue, 16 Jun 1998 22:33:11 EDT

Subject: Re: A Few New DS2 Ideas

In a message dated 98-06-16 01:57:30 EDT, a few folks write:

<< >Allow Evasion to assist in GMS fire avoidance

> Nah. Most GMSs are not going to be optically guided. They're going

I wasn't thinking of evasion of optical guidance, but of the missile's
manuvering capabilities; jinking, dodging, etc. This would be rolled with
either the ECM or the PDS roll - not sure which yet.

> Give Infantry a 'Damaged" state, much like vehicles (again, more

> Don't like. Not on scale of Dirstide. DS infantry element is a fire

> wounded.

You're right - I keep slipping back into squad/platoon-level
mentalities. The Combat Walker Evasion, VTOL Evasion, Infantry Walker Run and
Bombing Run ideas will be integrated into my House Rules.

Any other ideas, everybody
BTW, work does progress on the Nukes, Dogs & Air-Defense Rules...
ADS/HEL/5/SUP...bad, bad, very bad.

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 17 Jun 1998 20:31:00 -0500 (CDT)

Subject: Re: A Few New DS2 Ideas

> You wrote:

> I wasn't thinking of evasion of optical guidance, but of the missile's

Most GMSs are going to be pretty hyper-velocity.  Computor controlled
PDSs can maybe shoot down (big maybe, at best 50/50 chance), but moving
out of the way isn't going to be an option.

> Any other ideas, everybody

I tossed out some draft alternate ADSes, not much comment. Who's doing the Dog
rules, again?

From: Noah Doyle <nvdoyle@m...>

Date: Wed, 17 Jun 1998 22:06:59 EDT

Subject: Re: A Few New DS2 Ideas

> In a message dated 98-06-17 21:34:10 EDT, John writes:

<< I tossed out some draft alternate ADSes, not much comment. Who's doing the
Dog rules, again? >>

I'm doing the Dog rules for SG2 - they look to be pretty simple.  The
neo-
dogs, however, may be a bit more complex. I feel the need to
improve/expand
on the ADS rules - not enough flavor for me, and I can't stand not
having
laser ADS's.  Teach those flyboys a thing or two...8-)

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 17 Jun 1998 22:33:40 -0500 (CDT)

Subject: Re: A Few New DS2 Ideas

> You wrote:

> I have used the LADS, I like the extra range. I don`t use the MADS

Exactally the intent I had. MADS is intended to be more a strict
anti-aircraft system, not a 'shoot down the GMS' system.  You _might_
if lucky have a pair attached to your batallion task force, but most of these
are divisional or brigade assets. The LAD simulates the
hand-held missles--this is your Roland.

From: John Atkinson <johnmatkinson@y...>

Date: Wed, 17 Jun 1998 22:37:54 -0500 (CDT)

Subject: Re: A Few New DS2 Ideas

> You wrote:

> I'm doing the Dog rules for SG2 - they look to be pretty simple. The

Eeeewww. . . Neo-dog semi-symbiosis make for NASTY morale check when
handler or dog goes. Basically either berserks or goes comatose. And running
into unexpected aliens without familiarization gets goofy too.

improve/expand >on the ADS rules - not enough flavor for me, and I
can't stand not having >laser ADS's. Teach those flyboys a thing or
two...8-)

LADS (Laser Area Defense System) 6km (60 inch) range. Only red chits are valid
for damage. Trade off range for damage.

300/450/600 Basic/Enhanced/Superior

MADS (Missle etc) 50" range, all chits valid. 8 rounds carried. Range and
damage, but not something you'd want to shoot off at every GMS in the area.

300/450/600 B/E/S

That's what I put together as draft rules. You might wanna fiddle with the
ranges (maybe make them 'long range' for double points cost?) or something,
but I'm not getting into issues about planetary curvature and the effects of
altitude, or stuff I really don't know a lot about.