Missile counter measures.

9 posts ยท Jun 26 1999 to Jun 29 1999

From: Phillip E. Pournelle <pepourne@n...>

Date: Sat, 26 Jun 1999 14:28:04 -0700

Subject: Missile counter measures.

Hello, We've had plenty of discussions regarding stealth and jamming theories.
Here's my ideas for a counter measure system to use against missles. Missile
Decoy: Mass 2 Cost 8. The decoy is launched during the movement phase after
movement has been plotted but before ships are moved and are placed within six
inches of the launching ship. Salvo missiles are then placed. Movement occurs
and the decoy will stay at the same relative range and bearing they started
at. They last for 3 turns or until destroyed. Missiles consider the Decoy as
if it were a valid ship target. If they are closer to the decoy than the ship
they attack it. Once attacked the decoy is destroyed at the end of the turn.
If you are using long range detection rules, the Decoy apears to match all of
the characteristics of the launching ship until a level three scan is
achieved. Ships may use their Fire Control directors to designate the proper
target once they have seperated the bogus targets from the real ones, but they
must be within 24 MUs to do so. IF you use the bogey rules, there is the
chance that the firing unit may direct his missiles to attack a decoy...

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Mon, 28 Jun 1999 06:30:58 -0700

Subject: Re: Missile counter measures.


  

From: Tim Jones <Tim.Jones@S...>

Date: Mon, 28 Jun 1999 14:35:58 +0100

Subject: Re: Missile counter measures.

I'd have thought for SLM's this is already factored in the number of missiles
on target, D6 roll. Depends if you want this more detailed level of
abstraction, for a big fleet engagement I wouldn't, for a small squadron duel
I might.

From: Ground Zero Games <jon@g...>

Date: Mon, 28 Jun 1999 18:42:33 +0100

Subject: Re: Missile counter measures.

> I'd have thought for SLM's this is already factored in the

Yes, for the [OFFICIAL] line I'd tend to go with Tim here. I think we can
assume that the roll for the number of missiles in the salvo that actually get
target lock includes the fact that the target ship will be desperately spewing
chaff, decoys and wideband ECM as the missiles close..... the die roll gives
you the number that manage to lock onto the ship through all this junk being
chucked at them.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 29 Jun 1999 10:37:36 +1000

Subject: RE: Missile counter measures.

I agree with that myself. Although I did sort of rewrote the missile rules for
my HH to accent the range difference between energy & missile armaments. Due
to the way the conversion worked, I dispensed with the d6 missile roll (partly
to allow partial salvoes); as between countermissiles (36" range PDS),
multiple turn vector movement & missiles striking the ships' wedge, they
became LESS effective than standard FB rules.

I did think about adding decoy drones to the rules, but found it would add too
much complexity without any real benefits.

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa

> -----Original Message-----

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Tue, 29 Jun 1999 08:27:41 -0400

Subject: Re: Missile counter measures.

> Yes, for the [OFFICIAL] line I'd tend to go with Tim here. I think we

If you want to get a better "game feel" for that assumption without changing
the mechanics at all, have the defending player roll the SLM die and subtract
that number from the base 6 that would hit without countermeasures. Its
exactly the same thing as the atttacking player determining how many SLM's
hit, but now the defending player can feel like he's actually defending.

From: Tony Francis <tony.francis@k...>

Date: Tue, 29 Jun 1999 14:14:39 +0100

Subject: Re: Missile counter measures.

You'd actually need to subtract the die score from 7, otherwise you'll end up
with a 0-5 range rather than the desired 1-6. Otherwise yes, good idea.

Tony

> "Izenberg, Noam" wrote:

> >Yes, for the [OFFICIAL] line I'd tend to go with Tim here. I think we

From: Doug Evans <devans@n...>

Date: Tue, 29 Jun 1999 08:43:48 -0500

Subject: Re: Missile counter measures.

***
You'd actually need to subtract the die score from 7, otherwise you'll end up
with a 0-5 range rather than the desired 1-6. Otherwise yes, good idea.

Tony
***

Thanks for taking one of the few valid mechanics points I can figure out.
;->=

However, I'd say it's a SMASHING idea. Especially as Hobie, the local FSE
player, rolls solid Kochte Effect results UNTIL it's for his SML's. Remember
the two HC's and change that vaporized an ESU superdread, WITH EC? ;->=

He's well-known for walking from the table in the midst of a 40K/FB
battle, opening the front door, and flinging his dice as far as strength will
sail them. But, I digress.

The_Beast

From: ScottSaylo@a...

Date: Tue, 29 Jun 1999 10:39:29 EDT

Subject: Re: Missile counter measures.

> In a message dated 6/29/99 8:41:53 AM EST, devans@uneb.edu writes:

<<
 He's well-known for walking from the table in the midst of a 40K/FB
battle, opening the front door, and flinging his dice as far as strength will
sail them. But, I digress.

 The_Beast

> [quoted text omitted]

Better than the folks who fling the dice at the troops on the bale, I've had
to correct that behavior before during a game!