[DS] Design guidelines for Nationalities

3 posts ยท Feb 1 1999 to Feb 1 1999

From: JDoch226@a...

Date: Sun, 31 Jan 1999 21:22:16 EST

Subject: [DS] Design guidelines for Nationalities

Has anyone put together design guidelines for nationalities in DS, as there
are for FT?

From: Andrew Martin <Al.Bri@x...>

Date: Mon, 1 Feb 1999 15:56:18 +1300

Subject: Re: [DS] Design guidelines for Nationalities

> <JDoch226@aol.com> wrote:
I don't know. Why don't we agree on some? First off would be the philosophy of
the force. Perhaps human wave (WWI and Chinese); WWII (Iraq and Iran);
information war (US Modern); fantasy (battle mech) or other. Typical force
structure might be next. Some sample vehicles perhaps.

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

Date: Sun, 31 Jan 1999 22:44:22 -0500

Subject: Re: [DS] Design guidelines for Nationalities

> Andrew & Alex wrote:
fantasy
> (battle mech) or other.

Any of them not up to date on info war, etc. would not be worth gaming.
Unless you like slaughter-fests in which one side participates primarily
as gunnery targets. Think Desert Storm, but more lopsided. You attempt
a human-wave attack against gauss rifles and VRF Gauss Guns, you are
just going to make a mess. And with a pair of RAM Mortars dropping HEF in my
light infantry companies, let me dig in and I'll stand off a brigade all
month. That stuff is for the birds.

I've put some thought into this--there is a reason Islamic Federation
grav tanks carry HELs rather than MDCs--a doctrine of avoiding decisive
engagement, which means long-range engagements, which means HEL is
ideal. You also have to look at political considerations. If you've got a
somewhat shaky political structure, you don't want your local
forces to have large high-tech formations.  Again, most of the Islamic
Federation Army is as low-tech as they come, with a handful of 'elite'
formations to stiffen. This is also in accord with Arab practice today, where
most formations aren't worth spitting on, and there are a all
sorts of so-called "elites".  Their infantry also sucks, so you don't
see a lot of Powered Armor--the Arab infantry strength has always been
in light infantry, generally non-Arab mercenaries.

Imperial doctrine, however, emphasises quality over quantity, maneuver, and
the ability to engage decisively at any range. They are also rich. Hence grav
tanks with MDCs in the main mobile field army, superior electronics throughout
the entire force, power armor. HKPs are primary
armament of second-line troops, as the ability to engage enemy armor at
long range is paramount (and I refuse to put a fusion engine into a
tracked vehicle).  Force is also missle-heavy.  Akritai are special
case--requires light armor, maneuverability, cheapness, and ease of
transport. Hence the LAV series.