DS2 / SG2 vehicle design.

2 posts ยท Sep 22 1996 to Sep 22 1996

From: Alex Williams <thantos@d...>

Date: Sun, 22 Sep 1996 12:12:29 -0400

Subject: Re: DS2 / SG2 vehicle design.

> I've got come across some oddities with the vehicle design system in

Keep in mind that I'm answering this purely from the PoV of DSII since
Rider Online still hasn't sent me SGII.  :/

> A turreted weapon takes 3xweapon size class. Okay.

Noa bene: `another turreted weapon.' It doesn't necessarily say `in the same
turret.'

> Example 1: A multi-barreled turret, the first barrel takes 3x, each

Ayup, and a nasty design it is, too.

> Example 3: An MBT with a cupola. The main turret is 3xweapon size, but

> mount, so perhaps x2 is jusatified.

The cupola is /still/ mounted on top of the original turret, and
doesn't require any more mechanics (significantly) to hold its mass. In DSII,
you're absolutely correct. Just imagine the turret tracking back and forth
with effective fire coming from the APSW on top.

> Example 4: Vwhicles with multiple turrets. I was prompted to consider

> DFFGs are clearly in turrets not fixed mounts?

I can't see the design in question sans the book, but the design would
appear to work out correctly if you assume they're both fixed-forward
mounts (each with 2x mounting), as well as in the third possibility you have
listed above (in which you assume that they simply visually
split a single DFFG/1 in a 360o mount into two DFFG/1s in 180o
turrets). The latter would seem to suggest that in SGII, if you can only fire
a single weapon once in a Turn, even if you have another
Action (in which you'd fire a second weapon, presumably), the DFFG/1
can only be fired once.

> * Do turreted extra weapons only take the 2x capacity instead of 3x if

I think that's safe to assume if the mechanics in DSII apply.

> * To what extent do people fudge their interpretation of an actual

Pretty far, since the DSII realization is usually a far more `playable'
representation than what I might consider at first glance.

> While on the subject of vehicle designs, here are a few more:

> in a team and thus allocate exact capacity to my DS2 designs.

Probably not a bad idea for a House Rule, my question becomes, how do I decide
how many personnel a Crew should be comprised of so my
DSII/FT dropships are right?  :)

> * How much extra capacity does a man packed crew served heavy weapon

I'd say a 1pt capacity at the /outside/.  Typically, the heavy weapon
should be portable by the people carrying it, so I'd hesitate to allocate more
than just their bodies and their standard packs.

> So how does any one out there handle these problems? Any

Most of us simply go quietly mad and enter hospitals to recover.;)

From: Steve Pugh <steve@p...>

Date: Sun, 22 Sep 1996 18:17:24 -0400

Subject: DS2 / SG2 vehicle design.

I've got come across some oddities with the vehicle design system in DS2 and
SG2. My problem concerns turrets.

A turreted weapon takes 3xweapon size class. Okay. Another turreted weapon on
the same vehicle takes 2xweapon size class. Okay, I can see the logic behind
that, but when I examine things a bit closer I run into problems.

Example 1:  A multi-barreled turret, the first barrel takes 3x, each
subsequent barrel takes 2x. Fine, so my 'Devastation' class fire support
MICV with its 2xHel/2 turret takes 10 capacity.

Example 2: A co-axial weapon is just a variation on the above. Again
fine.

Example 3: An MBT with a cupola. The main turret is 3xweapon size, but is the
cupola 2x or 3x? After all it can rotate to face a different direction to the
main gun and thus would need the extra capacity for its own turret mechanism.
However as (in DS2) each vehicle can only fire one weapon per
turn there is no practical game difference between this and a co-axial
mount, so perhaps x2 is jusatified. On the other hand, in SG2 we can fire more
than one weapon per turn if we choose to use both actions and so the question
becomes important.

Example 4: Vwhicles with multiple turrets. I was prompted to consider the
problems because of the The 'Phalanx' heavy APC from p68 of SG2 It is a size 4
vehicle with 16 infantry capacity and thus 4 capacity
remaining. These are occupied by two DFFG/1. How is this possible? The
DFFGs are clearly in turrets not fixed mounts? Do we treat this as two
restricted arc turrets, each with 180 degree fire and pay 3x for one and 2x
for the other? (This comes to 5 cap, more than we have available.) Or we pay
3x for each as they are separate

systems. (This comes to 6 cap, even worse...) Or do we fudge matters and say
that two 180 degree turrets is the same as one 360 degree turret and simply
pay 3x. pretending that we
have a single DFFG/1 in a 360 degree turret?
Or do we say that as the dead zone for each DFFG is actually very small, (the
size of the other turret) we could treat it as a
2xDFFG/1
in a 360 degree turret. Thus taking 5x capacity as in Example 1.

Obviously there are even more horrendous models out, in particular some of the
GW ones. So the questions are: * Do turreted extra weapons only take the 2x
capacity instead of 3x if they are mounted on the SAME turret as the primary
weapon? * To what extent do people fudge their interpretation of an actual
miniature in order to make it a 'clean' DS2 or SG2 design?

While on the subject of vehicle designs, here are a few more: * When designing
vehicles to use in both SG2 and DS2 how do people handle the fact that
infantry teams take up 4 capacity in DS2 regardless of size but in SG2 they
take 1 capacity per troop. If I am using the same army in both scales I would
be tempted to know exactly how many troops in a team and thus allocate exact
capacity to my DS2 designs. * How much extra capacity does a man packed crew
served heavy weapon occupy if the squad mount up in an APC etc.? I woud say
either 1 or 2 extra capacity.

So how does any one out there handle these problems? Any 'official' ruling
from Mike? (especially regarding the Phalanx)