> At 07:34 AM 2/4/98 -0600, you wrote:
There are a couple players (Hello Miguel and Paul) who cringe whenever they
hear the high pitch whine of my Imperial speeder bikes armed with DFFG 1s.
They are size one grav vehicles and have been quite effective against enemy
armor at close range. However, if they are caught out in the open artillery
and SLAMs are very effective against their unarmored skin... Obviously a
balance force is the most effective.
Gort, Klaatu barada nikto!
Being a new player, I was wondering if I could get some input as to everyone's
favorite weapon systems to use. What weapon works the best overall, and what
weapons work the best in certain situations or on certain types of vehicles? I
know that this is all based on opinion, but I would like to hear a few ideas.
> On Wed, 4 Feb 1998, Jeff Barton wrote:
> Being a new player, I was wondering if I could get some input as to
What weapon works the best overall, and what weapons work the best in certain
situations or on certain types of vehicles? I know that this is all based on
opinion, but I would like to hear a few ideas.
> [quoted text omitted]
The best weapon, IMHO, is the MDC, if you can fit it in your vehicles.
(Keeping in mind that it only comes in size classes 3-5). The HKP is
nearly as good, and available in all size classes.
SLAMs can be very powerful - a gaming friend uses twin-SLAM/4 vehicles
to
devestating effect (hi tony) - but again they're large, class 3-5 only.
They're good against infantry as well as armour, which many of the other
systems aren't.
HELs are good sniping weapons, with they're massive (60") range, but not
powerful, and ablative armour can stop them too easily. As air-to-air
weapons, HELs would work - aircraft/VTOLs are lightly armoured compared
to vehicles, and the range is good.
DFFGs have the opposite problem from HELs: they're powerful, but short
ranged, especially the smaller (size 1-3) versions. Good for close up
work
and anti-infantry, I find.
GMS systems (both Light and Heavy) I use cheifly to give infantry
anti-armour capacity. (Inf GMS/L teams) They're powerful, have good
range,
but the existance of ECM and PDS/ADS means they're sometimes harder to
score kills with. If the missle makes it past the defenses, tho, a
first-shot kill is fairly likely. Its just that GMSs have more defenses
to breach than guns.
Artillery and DFOs (bombs) are similar but somewhat different. Arty can do
harassing fire, keeping infantry pinned without expending ammo chits, but
aircraft are somewhat more flexable - they don't require spotting, for
instance. The rules differnces between DFO MAK rounds and arty MAK rounds
also means that DFO is a better armour-killer...
Speaking of arty, anyone ever written up house rules for PDS/ADS
interception of arty fire a la Slammer's Hammers? Want to post them if you
have?
The above is of course just my opinion based on what I've observed in the (too
few) games I've played of ds2...anyone else want to comment?
> I always put a DFFG in my Aerospace vehicles since when you direct
> Gort, Klaatu barada nikto!
Isn't that klaatu verada nictu? You know what happens when you get that
wrong....
<Apologia for the off topic segment>
....which brings to mind a scenario idea (thoroughly outrageous) involving
armies of the dead in SG2..... (Can't be any more insane than using PA and the
better part of a platoon to support someone's insane urge to surf..... Hi
Owen!)......
:) Tom.
/************************************************
> On Wed, 4 Feb 1998, Phillip E. Pournelle wrote:
> At 07:34 AM 2/4/98 -0600, you wrote:
Nice to hear I'm not the only one fielding size 1 speeder bikes - mine
are
Fast GEV w/ a fixed mount DFFG/2, but close enough...
I also use them for arty scouting - put a specialist observer on board
and run them around. They're so small and fast, they're very hard to hit from
any range at all. If they are hit though, man do they die quick...
> On Wed, 4 Feb 1998, Hedglin, Nils A wrote:
> > I always put a DFFG in my Aerospace vehicles since when you direct
As I read the rules, direct fire from aircraft can be done anytime the
target is within range - if you want to get up to 6", fine, but w/
longer ranged weaponry you can avoid LAD system fire (only a 12" range) and
sometimes even ZAD/ADS (48") fire. After firing, the aircraft can pull
away, avoiding return fire. Its with DFOs that you have to get "up close and
personal"...
This is, as I said, how I read the rules, and it makes sense in
real-world
terms - why fly directly over a target and give them an opportunity to
shoot you down if you can avoid it? (Jon? Rules interpretation time?)
> > >The rules differnces between DFO MAK rounds and arty MAK rounds
I'm not sure - writing at the college means I don't have my ds2 book
here, and it's been a couple of weeks since I played, but I think multiple
DFOs
dropped on one beaten zone are all drawn at once - 3 DFOs vs Inf = 6
chits at once; while Arty is drawn per gun, # of times drawn depends on # of
guns firing. (if this is wrong, would someone please correct me?)
> > >Speaking of arty, anyone ever written up house rules for PDS/ADS
If you can find it, that'd be cool - either repost it (if no-one
minds..)
or email it direct to me...check Jerry Han's archive, maybe. I will too, let
you know if I find it...
What si so great about DS2 is that there are NO perfect weapons. One grat
weapon stinks against some other defense or weapon. Unless you know what your
enemy is going to have its best to use a mix of weapon and vehicle types.
Phil's Speeder Bikes are a perfect example. Against a force of big gun tanks
they eat up armor almost with impunity. Have a few Slam armed
forces and/or large number of smaller gunned Units and life is quite
different for the bikers.