Summary Sensor rules

1 posts ยท Sep 7 1999

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

Date: Mon, 6 Sep 1999 21:40:03 -0400

Subject: Summary Sensor rules

Hello, Some of you probably think that my Sensor rules are a bit involved and
don't want to spend every turn rolling for lock ons and detections but would
like something in a more summary fashion to reflect the advantages of a set of
Electronic Warfare Rules.

If you examine my rules and try to determine the range at which a unit has a
50% chance of detecting a target, add the target's signature
(based on size) to the die advantages of the Observer (+2 for Enhanced
and +4 for Superior) and multiply that number by 12 inches then add 12
more for the first range band. If we then assume that the two fleets charge at
each other at an acceleration rate of 6 each we find how many turns it takes
to close each other.

Signature + Sensor        0    1    2    3    4    5    6    7    8
Range			 12    24   36	 48   60   72	96   118  130
Turns to close distance   1    2    2	 3    3    3	4    4	  5

If we examine how many turns it takes to close an enemy we can also assume how
long it takes to get weapons online, get pilots out of bed and into fighters,
etc.

WEapons conditions:
1    Defnsive systems online, PDAF and screens only
2    1/2 of all fighter may launch and remaining weapons systems online
3    All Fighters may launch
4    1/2 of all fighters launched
5    All Fighters launched.

Okay now you are all wondering where is he going with this. How about a
summary table where we deteremine who is at what positional advantage based on
early detection of the enemy? We can normalize the overall effect of multiple
sensors and platforms in a summary format. 2D6 gives us a nice bell curve that
can be modified by resources employed.

Step 1 determine the fleet signature: a. Find the ship with largest signature
from my previous post. b. Add one per ship with the same signature, max of
three total. c. add 1 per each five remaining ship in force minus any scouts.
d. add three if this is an active search.

Step 2 determine sensor advantage:
a.  Start with best sensor (+2 for Enhanced, +4 for superior)
b.  +1 per each additional ship with enhanced or superio sensor, max +
3.
c.  +1 per fighter or scout ship in scout screen.  Note 1.
d.  +3 if Supported by a friendly base in system.
e.  +2 If actively sensing.

Each side rolls 2D6 and totals them and adds their enemy's signature adn their
own sensor advantage. The higher roll is called the winner and the lower the
loser.

Examine the difference between them and note the effects: 0 to 2 Winner in
weapons condition 2, Loser in weapons condition 2. 3 to 4 Winner in weapons
condition 3, Loser in weapons condition 2. 5 to 6 Winner in weapons condition
3, Loser in weapons condition 1. 7 to 8 Winner in weapons condition 4, Loser
in weapons condition 1. 9 Winner in weapons condition 5, Loser in weapons
condition 1. Winner flanks loser and may split force in two as if attacking
from two contiguous flanks of a hex with enemy in center.
10 +      Winner in weapons condition 5, Loser in weapons condition 1.
Winner Envelopes Loser and may attack from three contiguous flanks of a hex
but not the direct rear.

Note 1: Fighter squadrons and scout ships assigned to scout duties are not
available for the actual combat game, they are out of position because they
were sent in open formations away from the main body. Now we know why everyone
wants to buy scouts and destroyers...