From: Andrew Martin <Al.Bri@x...>
Date: Sat, 29 May 1999 21:45:11 +1200
Subject: Dirtside II rules eval
Chen-Song Qin quoted:
> Dirtside II rules eval
> Mean damage per draw is in excess of 1.5
> Must be reduced to 1.0 or less.
That's their opinion :-). My dice system is possibly comparable
to this. <Snip Table>
> B) Infantry too hard to kill? It is almost impossible to
Use Heavy APSWs rules available on my site. Also, I find twin APSW mounted on
jeep equivalents very effective. With Twin HAPSW, they are extremely
effective!
> C) ATGMs too good vs armor. For example, the GMS/H is a
Shoot GMS down with PDS or confuse it with ECM. Use terrain or smoke to block
GMS. Put smoke on top of GMS launchers so they can't fire. Unlike most modern
smoke, DSII smoke blocks line of sight for every passive sensor and possible
active sensors as well. DSII GMS model the most advanced Western nation ATGM,
rather than old Soviet ATGM.
> 2) Artillery
A better system, in my humble opinion (IMHO), is on my site.
> Rounds should probably land after movement is completed.
Landing after the opponent's next activation seems reasonable given that the
complete turn is around fifteen minutes. I prefer about five to ten minutes
per complete turn, but even then it still seems reasonable.
> Predicted fire by grid on the map sheet?
An advanced system using points of interest (POI) is available on my web site.
> B) Kills armor too easily.
Artillery fires bomblets and models FASCAM closely, except for the mine part
afterwards. Keep armour speadout to force opponent to select open sheath
patterns or big artillery batteries. Keep out of line of sight of artillery
spotters.
> Mean modern damage is 144 rounds per AIFV (Bn 6 - 8*3*6).
Using Copperhead or Strix, the perfect rate is one weapon per target.
> C) Excessively ineffective on infantry.
Using HEF is 75% effective versus infantry targets. I really think that's
effective enough! Or use closed sheaf to get multiple chit draws. Remember
that infantry targets draw an extra chit more than normal.
> D) Range Problems: Light artillery of the type that is
Modern artillery gets longer and longer range as the years pass by. 6Km
converts to 60 inches on the table top, or 5', the short side of a big table.
9Km is 90 inches or 7' 6" or 6" shorter than the long side of a big table. So
assuming artillery can hit anywhere on the table works well with me, as we all
know that artillery range generally increases with time.
> E) Counter Battery: CBR data goes into main data system,
Using my slight changes to DSII artillery spotting available on my web site,
CBR information is available for all artillery batteries, and aerospace
strikes as well.
> 3) Command and control
With all soldiers having access to the same information (through advanced HUDs
and so on), fear of the unknown becomes less effective. When the soldiers can
see that all they need to do is hold their position, they become more braver,
so morale problems would tend to stay within a platoon. Of course this is my
own opinion.
> C) Typically it is destroyed before it suffers from adverse
Have bigger units, so they can suffer morale effects.
> D) In reality, loss of a single platoon will normally stop
That's because in a modern unit, the other platoons won't know what's
happening. In a DSII unit, the other platoons notice that one platoon is
"gone", but that the attackers have made their attack and can be easily
counter-attacked now.
> 4) ADA
> A) MANPAD systems range is shorter than current modern
Effective range should be 3km or LOS. The DSII LAD defence more correctly
models a.50 cal MG. A missile variant
would be something like GMS/L with 100% effectiveness, range tabletop or
line of sight, probably drawing one chit for damage.
> B) Mobile ADA systems have a lot of range, greater than the
The DSII ZAD/ADS systems model twin 20 - 50mm autocannon, not a
missile system. My site contains rules for putting in virtually any weapon
into
turret and converting it to ZAD/ADS systems. I've even got theater air
defence systems!
> 5) The objective markers being placed by the defender makes no
Both sides play objective markers, so they know what's important to their own
side, while they can guess what their opponent believes is valuable. I
think that fixes this non-problem.
> Relatively minor stuff.
That's right. But the rules Jon posted, some time back on this list, are on my
site, adapted to fit DSII.
> 7) Unit integrity rules are too rigid. See 6.
Units operate together, platoons provide overwatch.
> 8) You cannot effectively clear mines with arty. It just doesn't
I too agree with this. It's really easy to make adopt the house rule that
artillery DOESN'T clear minefields, so as to match your own view of reality.