From: Alex Williams <thantos@d...>
Date: Thu, 19 Sep 1996 06:15:40 -0400
Subject: [DSII] Softskinned vehicles against tank guns?
Noticed something as I was futzing around with some sample scenarios with unarmoured cargo convoys against attackers. With armour 0 you are assumed to be "softskinned," that means that hitting with /any/ military grade weapon will get at least a DMG result. A SLAM/3 fires at the unarmoured "Groundhog" at the head of the convoy and hits; the Groundhog lucks out and the SLAM draws all 0s. That /still/ leaves the cargo DMG'd because its armour value is equal to the sum of valid chits (0). Just an interesting fact I noticed and wasn't sure anyone'd pointed out. Something else that somewhat bugs me in DSII is the lack of indirect weapons fire beyond artillery; light Arty RAM units take up lots of space and, for no good and apparent reason, aren't available at call. Besides, sometimes they're just a bit of overkill. I've been toying with the idea of making missiles indirect-fire capable as well, taking a page from Renegade Legion. Essentially, it would let you fire your missiles at any target within range that's been `painted' by a laser-targeter equipped vehicle or infantry team. Just to balance things out, all attacks are made as if one range band farther away to account for the arc necessary. (OK, I admit it, I just missed my opponants saying, `Oh, look, an infantryman; just ignore him, he's useless,' and shortly thereafter being obliterated by the flight of missiles that come up from behind a limb of forest.) I've also considered letting SLAMs go indirect as well, since they have the arc of fire already, but that might be /real/ overkill; SLAM packs are already great bang for the buck. Thoughts? Ah, one more thing, since it just occured to me; Firer Systems Out results bug me; you'd think in the future things would be more modular than that. Suggested fix: on a FSO result roll a d6. A 6 result means all systems are out, anything else means only the weapon being fired goes on the fritz, repaired just like a standard FSO result would be. This actually gives you a real /reason/ to have secondary weapons and not just loading up on multi-barrels (since if one of the multis goes out, the whole thing dies). (Pity the poor Infantry Walker pilot with three APSWs who gets an FSO; do we assume he has backup close-assault weapons beyond the APSWS? It seems a safe one, so he could at least enter Close Combat.) Opinions?