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?