[DS2] ADS v Artillery

1 posts ยท Apr 30 2000

From: Tony Wilkinson <twilko@o...>

Date: Sun, 30 Apr 2000 10:58:19 +0100

Subject: [DS2] ADS v Artillery

I think ADS is overpriced. I would like to see it gain extra capabilities to
balance it's cost. One, would be the ability to defend against incoming
artillery. If late 20thC CIWS can hit a naval shell I do not see any reason
why a late 23rd weapons system can not hit an incoming art' shell? With a
range of 3.6Km the ADS should be able to hit the shell before it dispenses its
load. The mechanism could be similar to ADS v GMS. ADS player decides how many
art' guns he is going to defend against, out of the battery firing. Then he
rolls the ADS quality modified by the number of guns like ADS defending
against multiple GMS. The artillery player rolls a die based on the art' size,
i.e light d6, medium d8, heavy d10, for each time that the ADS roll beats the
art' roll the barrage effect is reduced by 1 gun. I realise that an artillery
piece fires multiple shots in a salvo but they are following a ballistic
course so the ADS should have time to track and hit before the munitions are
dispersed. The ADS should be "active" and within 12" of one of the art' target
markers or in the BZ. It may be advisable to have a CBR as well.