ADS ... laserlight &ndedge

1 posts ยท Dec 28 2000

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

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>
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<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

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-----
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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-----
<Al.Bri@xtra.co.nz>
> wrote:
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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/
-----

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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-----
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Organization: the Praeternatural Tower
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To: gzg-l@csua.berkeley.edu
Subject: Re: ADS ... laserlight &ndedge
References: <200012272115.NAA15402@mail1.bigmailbox.com>
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> chubbybob wrote:

Perhaps a good index could be compiled?
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<003501c06e96$cc005ee0$b729d03f@pconn><3A499E56.8DE3F852@spikyfishthing. com>
<20001228.193046.9719.0.triphibious@juno.com>
Subject: Re: Suggestions and Advice Solicited! (reprise)
Date: Thu, 28 Dec 2000 08:07:55 -0600
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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