> Replying to my own post because I realized that they did not make
They
> conform to this listing in all ways, but vary may carry any Class-1
Bell, Brian K wrote (in a couple of messages):
> [Bri] Agreed. The question was not from me but rather from Brian
Terribly sorry! I realized halfway through my reply that there were two of
you, but obviously I still managed to confuse you two. I hope I have avoided
that in
this message :-)
> In the Grey Day scenario, I was TROUBLED to see a tank with a
I think that is mostly a question of game balance. I have played games where
targets can be engaged from one table-edge to another, and, although
realistic, not particularily fun, as it often boils down the game to who can
get into a good position first.
> [Bri] Many of the rules are beautiful. However, I object to the game
I must say that I don't agree with you there. I rather enjoy the differences.
The alternative seems to be to play DS in 25mm scale and SG in 1/300.
Both of
course plausible (in particular the 1/300 SG). The difference is not
only in scale but in what the games emphasize, DS armour and SG, well, the
poor grunts themselves.
I certainly would not enjoy it if a tank with a HKP/3 had a short range
of 180" in SG. My gaming table just isn't big enough, though if we played on
the floor we could manage at least medium range, possibly long if we keep all
doors open
;-)
> When the long awaited 'Bugs Don't Surf' comes out,
Bugs don't surf? Sounds like a reference to something I have no knowledge of,
except that as a scenario description on some homepage I have browsed sometime
in the past. Is it to be (still, my heart!) Kra'Vak and Sa'Vasku rules for
DS/SG?
Bell, Brian K wrote (in a another message):
> > 5) PHWs are good for a limited number of shots in DS2. The power
The
> > element can only carry a limited number of reloads for RFAC/P,
Oh, don't. They are a nuisance as it is in SG.
> >
Would there not be a point to have long range for these weapons? Treat
everything beyond IAVR range as one range band further away, or something.
Letting them have as good FCs as you suggested and treating their maximum
range as medium or even close seems a little too good.
I think I would stick to some simpler rule, altogether. And leave the infantry
effective at close range only. I don't really think they merit such an
extensive special treatment. But then, I am not really a DS player, having
only played it a few times to try
it out :-)
It _was_ my first GZG game though, or actually DS1 was, but I never
played it, just read the little yellow booklet.
Hmmm....
It seems that those of us for whom DS II is our favorite GZG game are in the
decided minority.
A "Bugs don't surf" book sounds interesting, if of limited use to me, since I
only use the game rules, not the background history. But it might give me some
ideas.
One of the things that I've noticed, and correct me if I'm wrong (Like I
really had to say that), but it seems the DS II is much more true to the
"generic" goal set out in it's intro than the other games are. I know people
use FT for Bab 5 etc., but it seems fairly difficult to discuss either FT or
SG without phrases like NAC, FSE, ESU, NSL and the Kra'vak from popping up,
while in DS II, you can have quite a long thread without those things ever
being mentioned.
This is both a boon and a bane. On the positive side, it means you can use the
rules for just about any setting you want. On the negative side, it really
does make the game slightly blander than the others. In DS II, an HEL 3 is an
HEL 3 is an HEL 3.... has anyone come up with house rules to represent slight
minor differences in weapons performances between similar weapons of different
nationalities, say for instance, Power X's MDC's do not have the same range as
Power Y's, but their higher ROF makes them deadlier vs. infantry (Reduce their
range bands by an inch or so, but draw 3 chits vs infantry), or other similar
nuances?
Brian B
----Original Message Follows----
From: Henrix <henrix@pp.sbbs.se>
Reply-To: gzg-l@CSUA.Berkeley.EDU
To: gzg-l@CSUA.Berkeley.EDU
Subject: Re: [ds2] Portable Heavy Weapons (was: Dirtside powered armor)
Date: Sat, 25 Mar 2000 01:07:53 +0100
Is it to be (still, my heart!) Kra'Vak and Sa'Vasku rules for
DS/SG?
But then, I am not really a DS player, having only played it a few times to
try
it out :-)
It _was_ my first GZG game though, or actually DS1 was, but I never
played it, just read the little yellow booklet.