[DSII] Air Defense

2 posts ยท Sep 7 2002 to Sep 7 2002

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

Date: Sat, 7 Sep 2002 12:13:24 -0700 (PDT)

Subject: [DSII] Air Defense

Air Defense is one of the stickiest subjects in designing a DSII orbat.

Most of my opponents have not been really
aerospace-intensive.  I myself have rarely brought
aerospace assets to the table. So, admitting ignorance, here's what I glean
from the RULES.

Two types of ADA assets, ZADS and LADS.

LAD: Appears to be incredibly useless. Costs 75
points and does nothing except self-defense, even if
the aircraft does a DFO on the infantry platoon 400 to the left. 12" range
overall, which makes it useless
for vehicles to carry, as any self-respecting
aerospace jock is going to be packing GMS/H for
popping vehicles. Proposed fix: All it to target ANY aerospace units in 12",
but only one per turn, making you sweat when and where to use it in a heavy
aerospace environment. This system is nearly ineffective unless grouped in
units of at least 2.

By capacity cost, and based on the 'fluff text', this
system can best be thought of as a Stinger-style
GMS/L/AA, but with most of the range being 'up' and
not 'out'. Perhaps allowing it to target VTOLs at ranges of up to 24 might be
a useful change?

ZADS: By rules mechanics, this is a conventional autocannon. Based on the
capacity changes, one can imagine that the various grades represent different
calibers of autocannon (23/57/85??).  In this case,
they should be treated differently for purposes of
ground combat.  Instead of being treated as an RFAC/2,
they should be treated as twin-linked RFAC/1, /2, or
HVC/3.  This would then make the capacity ratings make
sense, the guns plus a blanket 5 points of capacity for the sensors and
electronics. We know they are entirely automated because they are highly
effective vs. GMSs, and no human has that kind of reflexes.

The cost of ZADs is prohibitive. In a 5,000 point game, a pair of Enh ZADS
vehicles (724) is 15% of the cost. I do not understand why this is so. I doubt
the procurement cost of an air defense system (guns and firecontrol alone)
should be greater than that of
a top-end medium tank.  I attempted to verify that,
but could not find a straight answer on the internet anywhere as to what a
TriAD turret costs. [OO, why can't these things be put up where everyone can
read
them??	:)].

The model is also very odd. The quality of the system affect 3 things: The
morale effect on the pilot, the ability to 'burn through' the ECM jamming the
fire control, and the damage done to the aircraft. These are three seperate
factors.

I do not know for sure about the first factor, but I feel it should probably
be fairly independant of weapon size. I mean, once you're 'locked onto' by an
ADA system, I doubt there is much time to sit down and decide "Oh, it's a FAN
SHROUD class radar, which is
the Target Acquisition system for second-line 85mm SP
systems... " No, they probably go "Look, I'm illuminated, better start evasive
maneuvers and dump
decoys and have my back-seater start jamming him."

Ability to target through ECM is totally independant of weapons size and is
the only factor the completely dependant on the electronics.

Damage done, however, is a factor of weapons size. Note that the damage is not
resolved as most
twin-linked weapons systems are, but is instead one
extra chit drawn. This simulates the fact that you're not likely to get a
direct hit, but instead fill the air with fragmentation.

So: My ADS fix is as follows:

Weapon:  Size 1-3 (Counting GMS as class 1 and 2)
Range vs. missles equals the short range of the basic system. Range vs.
aircraft equals 1.5x the max range of the basic system except for missle,
which use their standard range. Weapons of size 4&5 are too large to slew fast
enough to be effective. Cost of weapon is doubled. Count GMSs as being 15 or
25 points. Cost is doubled to represent special mount required. A second
weapon may be added to guns only.

Targeting System: Flat 5 capacity points. Costs
75/150/225.  Quality of targeting system controls the
roll vs. ECM. As per a LAD, multiple ADS systems may help each other,
upgrading the dice rolled as far as d12.

Damage as per weapon, but GMS/L and GMS/H do 2 and 3
chits of damage respectively. This is not altered by number of units firing.
Presumably the cumulative effect of ADS represents an aircraft maneuvering out
of one system's engagement envelope, and right into someone else's.

Opposed roll between the quality of ADS and Command marker is changed so that
the ADS player rolls a d6, upgraded by 1 for each additional ADS system firing
on the aircraft.

This makes GMS/L/ADS the equivelant of a LAD on a
vehicle with an air search radar and superior targeting systems. Which makes
sense. It's now also a game of when you want to target the enemy
aircraft--if you do it at the max range of your laser
system then it's the only one that can help. But if you wait, your missle and
guns can join in.

I'm not happy about the range ruling, but it's the only one that makes sense.
After all, the book ZADS can engage at 36" which is 1.5x24" which is max range
of RFACs. Perhaps 36" is a limitation built into the nature of the fire
control? Any suggestions here?

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

Date: Sun, 8 Sep 2002 10:48:11 +1200

Subject: Re: [DSII] Air Defense

> John wrote:

I agree.

> From my site at: http://valley.150m.com/Dirtside/Aerospace.html

Also, just because the table ends, Area Defence does not end. The Local or
Zone Area Defence still can fire at aerospace craft that would have flown
nearby, if the table was larger. We believe that the points cost of LAD in the
rules is too expensive. We suggest that a points cost of 15 points is more
appropriate. Also a capacity of 1 point is better suited to the system. Some
in our group suggest that LAD is actually an abreviation of Laughable Air
Defence!

> ZADS: By rules mechanics, this is a conventional autocannon. Based on
This would then make the capacity ratings make sense, the guns plus a blanket
5 points of capacity for the sensors and electronics. We know they are
entirely automated because they are highly effective vs. GMSs, and no human
has that kind of reflexes.

And from: http://valley.150m.com/Dirtside/Combat%20and%20Armour.html

Other Weapons for Area Defense Systems
To use another direct fire weapon system (other than RFAC/2, HVC/3 and
HVC/4
equivalents), mount your chosen twin weapons in a turret, and work out the
cost for the twin weapons. Multiply the cost by ten and that is the price of
the system in points.

The range of the system is equal to long range of the individual weapon
systems. To make this system consistent with the current ADS, the DSII basic
ADS/ZAD should only have range of 24" (RFAC/2 max. range), and the DSII
enhanced ADS/ZAD should only have a range of 32" (HVC/3 max. range).

The ADS quality die is based on the size of the weapon: size 1 to size 5 is D4
to D12 respectively. Draw damage chits equal to size class of weapon. Even
though two weapon systems are fitted, only one set of damage chits are drawn.
Damage validities as per existing ADS damage validities, i.e. all chits count.

If you want, you can use a single weapon instead. Just install it in a turret,
and multiply the points cost by 10. But, only RED chits are valid. If you want
ALL chits valid, multiply the points cost by 20 instead of 10.

Or you can install quad weapons. Just install them in a turret, and multiply
the points cost by 5. ALL chits will be valid.

You could install three weapons in turret, multiply by 5, but you will only
get RED and YELLOW chits valid.

> The cost of ZADs is prohibitive.

I'd agree. I've assumed it's because it's a defence against aerospace which
are higher cost, and because of the number of times the weapon can fire. If
the weapon only fires when the unit activates, then the points cost should
be a lot lower, perhaps 1/10 ?

Andrew Martin
ICQ: 26227169 http://valley.150m.com/
-><-

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