From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 17 Jul 2002 22:16:12 -0400
Subject: [SG] More HW/Vehicles discussion
I'm thinking that your range band idea is simple, but doesn't capture (to my mind) the relative capabilities of the weapons as captured in DS2. (PS - our table in the weekends game was 10x6) The HEL, for example, should probably have only 1 or at most 2 range bands on a stargrunt board. In DS2 (yes, it doesn't have to duplicate DS2, but I don't mind the idea...), anything up to 60" (6000m) (that may be max of HEL/5, but IIRC all HELs may have this range) is the same (close) range for a HEL. That seems to conjure up the accuracy of a HEL to my mind (and makes the high FP for laser sniper weapons sensible too). Weak, affected by ablative armour, but long ranged and accurate. I'll take a look through DS2 and do some thinking about longer (yet still not super weapon) capabilities for SG2. I believe the trick is to make vehicles more capable, but to ensure that the handicaps they suffer in the "real" world are also adequately represented. Ubiquitous anti-armour assets are one part of that. Spotting is another. They will still be vulnerable to non-penetrating hits. Vehicle on vehicle remains balanced because what is good for one vehicle is good for another. Increased efficacy of GMS (Oerjan and I had a discussion once and I believe he suggested GMS/P (more or less) shouldn't exist as GMS/L was about the right level of potence for infantry carried weaponry - GMS/P just wasn't menacing enough to armour). I'm going to bash up some alternative rules for these things with more potent vehicles (and the threats to them) and see if the game still works. That'll be the true acid test.