DS2 vehicles vs. infantry

3 posts ยท Jun 14 2002 to Jun 17 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Fri, 14 Jun 2002 11:28:23 -0400

Subject: DS2 vehicles vs. infantry

John the rarely-speechless said:
Of course, I'd also argue that the infantry should get to shoot first since
historically it's blinding stupid and effectively suicidal to drive into close
combat with infantry that are willing to stand their ground and have effective
antitank weapons. Of course the Infantry should have to pass a morale check as
usual.
:)

[Tomb] True enough. As someone who has seen tank stalking with a variety
of weapons (from light anti-armour weapons, through man-portable and
vehicle portable recoilless rifles to GMS/P), usually the tank gets very
little warning of infantry. OTOH, start to include modern sensor suites (and
those of 2183) and the argument may well change. I can see a justification for
either.

OTOH, to take up the original posters point: I'd say that if John's theory
holds true, the vehicle (stationary) APSWs should fire on the infantry first.
Infantry who move in the open towards tanks (as opposed to through woods) will
find it is blinding stupid and effectively suicidal.;)

I'd say whoever launches the assault probably has to take enemy chit draws
first (or standard infantry firefight opfire if the assault is launched
against troops who could do so). At the very least, in the mentioned scenario,
I'd have let APSWs chew upon the offending infantry.

Our known list of vehicle generator bugs/issues:
1) You can't design MICVs (due to infantry counting as a weapon). This is the
rules, but it bites. 2) You can't design a quad APSW jeep. APSWs count as
weapons. This is the rules, it bites.
3) Conventional boats should be able to have non-FGP powerplants. This
is just broken. 4) Reactive (and probably ablative) armour is broken. It
charges 10%, not 10% per level as the rules require. 5) Multiple arty weapons
don't seem to get multiple ammo supplies. And you are limited to two ammo
types.
6) You can actually generate armour -1 on the side of a vehicle (sneeze
at it and it explodes... must be a Pinto)

There may be more. It's a great tool. I wish I had the energy to help fix
these. Maybe I will soon:)

(After I get Sr.Atkinson's TO&Es up).

From: Ryan Gill <rmgill@m...>

Date: Fri, 14 Jun 2002 11:30:54 -0400

Subject: Re: DS2 vehicles vs. infantry

> At 11:28 AM -0400 6/14/02, Tomb wrote:

Perhaps this is too complex, but why not have it based on the quality of the
troops and the quality of the Vehicle's fire cons?

That way your elite troops will always sneak up and the untrained yellows will
always be seen. If there is a tie then resolve the initial contact
simultaneously?

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

Date: Sun, 16 Jun 2002 17:14:54 -0700 (PDT)

Subject: Re: DS2 vehicles vs. infantry

> --- Tomb <tomb@dreammechanics.com> wrote:

> I'd say whoever launches the assault probably has to

I would say yes UNLESS the initiating unit is infantry and the target is a
vehicle in forest or urban terrain. In trees it's so easy to get close to
armor it's ridiculous. I've been in situations where I wanted to get a
tanker's attention and I ended up throwing rocks at the TC to get his
attention. If I were hostile I could have chucked a grenade into the troop
compartment.

> (After I get Sr. Atkinson's TO&Es up).

Yrk, yrk, yrk.

I even HTMLized them for you...