Philosophy/Design of SF War Games

8 posts ยท Jul 26 2004 to Jul 31 2004

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

Date: Tue, 27 Jul 2004 09:47:57 +1000

Subject: RE: Philosophy/Design of SF War Games

Firing missiles as a separate action is more a play-balance issue than
realism.  I actually like the separate fire actions (and run my GMS/L
missile teams in pairs), as if the first shot kills the target, the second
shot can be used elsewhere or the unit can dig in.

Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernskies/

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

> The proper "checks and balances" need to be included. You

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

Date: Tue, 27 Jul 2004 09:54:47 +1000

Subject: RE: Philosophy/Design of SF War Games

Replies inline:

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

That's already subsumed into the attack roll mechanics.

> 6. Expansion of GMS classes to 1-5 (call them P, L, M,

I would think you mean LAD, here. I agree with that, actually. It makes LAD
more meaningful.

> 15. 5 classes of PDS and ZAD

Already covered by the quality of the system.

> 16. Fire-on-the-fly; allow vehicles to fire at any

Play balance issue. As soon as you remove this, all sorts of weird things
start happening. It has been errata'd to one weapon per *activiation* anyway.

> 18. Permit better Firecons to engage multiple targets

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not a statement of Australian Government policy unless otherwise stated.

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From: John K Lerchey <lerchey@a...>

Date: Mon, 26 Jul 2004 22:02:43 -0400

Subject: RE: Philosophy/Design of SF War Games

Likewise, replies inline.

--On Tuesday, July 27, 2004 9:54 AM +1000 "Robertson, Brendan"
> <Brendan.Robertson@dva.gov.au> wrote:

> Replies inline:

Um... no it isn't. The direct fire attack rules give you an attack die based
on FCS vs the targets aspect. The missile attack rules give you an attack die
based on the missiles targeting system, but the defender gets an explicit ECM
roll *AND* a PDS roll *if* it has PDS. Even with PDS systems,
you do NOT get the second die vs MDC/HKP/HVC/SLAM attacks.

:)

From: Brian Bilderback <bbilderback@h...>

Date: Mon, 26 Jul 2004 19:55:43 -0700 (PDT)

Subject: RE: Philosophy/Design of SF War Games

--- "Robertson, Brendan"
> <Brendan.Robertson@dva.gov.au> wrote:

> > 5. PDS that can engage incoming MDC/HKP/HVC/SLAM

No, not for direct fire weapons it's not. Currently, that's only true of PDS
vs GMS. My point was, allow PDS to defend against all kinetic energy weapons.

> > 14. Make ZAD a Firecon system attachable to any

If I meant LAD, I'd have said LAD. I meant ZAD. Currently, a ZAD can be direct
fired as if a RFAC 2. I'm saying that you should be able to attach a ZADS
FireCon to any direct fire weapons system,giving you all the finction (plus
some) of the ADS, as well as expanded capability in the AA role. LAD, on the
other hand, is the little LOCAL air defense, and it should
be replaced by multi-role GMS.

> > 15. 5 classes of PDS and ZAD

There are currrently only THREE qualities of each. Again, I said, expand it to
FIVE.

> > 17. Remove rule permitting fire of only 1 weapon

Um...... I was speaking of DS, not SG. In DS, an element only has one
activation per turn, so you're splitting hairs on that rcount, but regarding
the play balance issue: There are less artificial ways of addressing that
issue, and if we're going to make sweeping changes anyway, why not take a look
at some of them?

From: Brian Bilderback <bbilderback@h...>

Date: Mon, 26 Jul 2004 19:59:20 -0700 (PDT)

Subject: RE: Philosophy/Design of SF War Games

Thanks to John and Glenn for the backup on this point:

> --- "John K. Lerchey" <lerchey@andrew.cmu.edu> wrote:

Although you should.

From: Allan Goodall <agoodall@a...>

Date: Tue, 27 Jul 2004 08:44:35 -0500

Subject: Re: Philosophy/Design of SF War Games

On 26 Jul 2004 at 16:55, "Robertson, Brendan"
> <Brendan.Robertson@dva.gov.au> wrote:

> Firing missiles as a separate action is more a play-balance issue than

I don't like the fact that a squad can fire IAVRs at a vehicle and then run
away, a missile team can fire a missile at a vehicle and then run away, but a
squad with a missile team and IAVRs can't fire missiles and IAVRs at a vehicle
and then run away. But that's maybe just me.

---

From: Brian Bilderback <bbilderback@h...>

Date: Tue, 27 Jul 2004 12:52:52 -0700 (PDT)

Subject: Re: Philosophy/Design of SF War Games

Can we please make sure to add [DS] or [SG] to the subject lines so we can
track which game is being discussed in which post? Thanks.

> --- Allan Goodall <agoodall@worldnet.att.net> wrote:

> On 26 Jul 2004 at 16:55, "Robertson, Brendan"

From: Beth Fulton <beth.fulton@m...>

Date: Sat, 31 Jul 2004 19:15:46 +1000

Subject: RE: Philosophy/Design of SF War Games

G'day,

> 17. Remove rule permitting fire of only 1 weapon

We have tinkered with that as well, tying the number of weapons fired
(actually number of targets allowed) to the FC. No huge issues there either
actually. If you're a points concerned kind of person then yes the points
rules need a shake (they do anyway really), but if you're scenario oriented
then no sweat.

Cheers