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Andrayada DSII stats

 Post subject: Andrayada DSII stats
PostPosted: Wed Dec 13, 2006 3:01 am 
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I like the ideas here. ?

Especially the concept of rank being in barcode format. ?

So the Cylon Red sye is a BAr code scanner. ?They are constantly checking for rank.... :D ?:p


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 Post subject: Andrayada DSII stats
PostPosted: Wed Dec 13, 2006 5:08 am 
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Nice Work SGT C !  Good OOB !  :alien:

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 Post subject: Andrayada DSII stats
PostPosted: Thu Dec 14, 2006 5:17 pm 
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Alrighty then, lets talk unit morale.  Since they are robots/android things I'm thinking that morale is more a reflection of the results of risk-benefit analysis rather than trust in the commander or fear.

All units are of regular quality and all leaders are class 2 leaders, except for commanders or units that have paid for the mobile command center option which are class 1 leaders.

Andrayada units do not use confidence levels "Steady" or "Shaken."  If they fail a confidence test they go directly from Confident to Broken as the detachment leader's risk analysis software indicates it would be better to seek cover rather than continue the previous activity.

Units that drop below 25% strength must use their next activation to regroup with another detachment.  If unable to do so they behave in accordance with their current confidence.

Andrayada units do not make confidence or reaction tests until the detachment is at 50% or less strength.  Furthermore they do not make the following tests:
-first element damaged or destroyed
-unit leader element destroyed
-dismounted infantry at shaken (they can't be shaken)

When a detachment leader is killed, the replacement will always be a class 2 leader.  If a class 1 leader is destroyed, another unit with a mobile command center takes over as overall commander and the detachment that just lost the leader is now led by a class 2 leader. If all class 1 leaders are destroyed all units lose one confidence level.  Units may rally as normal.

Unit integrity rules are still in effect as in the rules.

Any model with an ECM rating within 6" of an Andrayada unit may attempt to jam the robot's command signals.  Make an opposed roll using the attacking units ECM die and the Andrayada unit's ECM dies (always a d12, for infantry as well).  If the Andraya roll higher they continue to operate as normal.  If the attacker rolls higher the Andrayada unit loses one confidence level.  If the attacker rolls twice what the Andrayada player rolled then the unit loses two confidence levels.  Making an ECM attack in this way uses a model's combat action for that activation.

Make sense?  I was trying to keep things in the framework of the established morale rules while trying to keep it balanced.

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 Post subject: Andrayada DSII stats
PostPosted: Thu Dec 14, 2006 5:25 pm 
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I think it works.

Test less often but when the time comes the mega computer says RUN!!!!!


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 Post subject: Andrayada DSII stats
PostPosted: Thu Dec 14, 2006 7:42 pm 
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One thing to keep in mind is the DSII points system is hideously broken, and the vehicle design rules are also broken, but less so. I like the system as a whole, but I don't follow those particular aspects in my own designs anymore.

Do you have an OPFOR in mind? I'd be interested in seeing some games against other designs.


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 Post subject: Andrayada DSII stats
PostPosted: Thu Dec 14, 2006 7:47 pm 
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I've got an assortment of stuff coming, just experiencing some difficulty with overseas shipping.  I'm going to cobble together an OPFOR out of that.  I'll be purchasing more of the DRM and Command Horizon lines in small chunks over time.

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 Post subject: Andrayada DSII stats
PostPosted: Sat Dec 16, 2006 7:03 am 
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Sounds good, SGT C !  We have never been happy with the G/W morale/leadership rules, and kept experimenting ... D/S has some good rules ...

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 Post subject: Andrayada DSII stats
PostPosted: Sat Dec 16, 2006 10:10 pm 
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Agreed L4, the only issue I have had is that small units tend to get destroyed before being broken. So I have found the morale rules work even better when:

1. Most units start off at ST instead of CO.

2. Some units are at reduced strength, so hit the 50% mark faster and have to test every turn.

When you do that, morale becomes a real issue for commanders that simply cannot be ignored. Players absolutely need command units to keep their forces combat effective.


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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 12:12 am 
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That sounds reasonable T/c ... I'm torn between modifying more E:A rules ... or going hybrid Epic(the best rules from all versions) with DS rules we like.  We tried this a long time ago, before E:A ...  It did work but it was just too much detail.  Epic has more infantry types than DS does, and that maybe a problem based on taste and fluff.  I'm even tempted to try a game with the rules from SELWG/ John Treadaway's Hammer's Slammers Handbook pt.1 (and pt.2 when it gets to the US!), simple but very playable ...  Still in search of the best systems that could work for us !  :)

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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 12:21 am 
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I hear you! I find that infantry actions are rather flavourless in DS. With all the chit drawing, large close assaults really slow the game down, and infantry firefights are always stalemates, even when one side is on open ground and the other in bunkers. I haven't had a chance to play E:A yet, so I'm not really able to comment there. One day soon, I hope...


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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 12:38 am 
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Well, the main reason I'm using DSII is that it's Free (with capital F).  I know there's plenty of other free rules out there, but these have grabbed my interest as the closest fit to what I want, combined arms warfare that doesn't overemphasize airpower, walking tanks, or undervalue the power of well-trained infantry.  If I wanted to focus on those other elements there are other games that are better.  (for example, for big stompy robot lovin' I play CAV.  If I want flying things I'll play Starmada or Full Thrust) I've given brief thought to adding some infantry types to mix things up a bit and to broaden the utility of models from various lines.  CH looks like it may be taking over as my 6mm rules of choice, but I'll be open to other ones.  I'm interested to see what comes out of DRM for their rules.  

I just wish there was a better way than drawing chits.  I've seen some house rules, but they seem more complex than just pulling the chits, and modifying the system to die vs. target number would require more time than I care to put into it as the mechanism is tied up to the rest of the system in multiple ways.

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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 3:06 am 
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Well, that is why we took the stuff we liked from all the versions of Epic, some DS, etc., etc. ... I added activation in SM1 in '90 !  We liked the way AFVs were handled in DS, but with all the different G/W types of Infantry and races, the DS rules were a little "generic" ... But the morale/Leadership rules were far superior to any Epic v. ...    So we played a "Hybrid" v.1 +, etc. ...    And I'm awaiting both DRM and E/W rules ... both their creators are Epic players !  So I have hope ...  Or we'll Hybrid Epic-DRM-E/W-DS, etc. !  We'll call the rules "DWWFY" ! :laugh:

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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 6:29 am 
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Chitless Dirstside

Sgt C,

The above link is a very good system to use instead of the Chits.  I have played with it and it works well.

Hope it helps


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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 1:21 pm 
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I've seen that system before, does it slow down gameplay?  Really that's my biggest concern.

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 Post subject: Andrayada DSII stats
PostPosted: Sun Dec 17, 2006 6:25 pm 
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IMHO ( :D ) it doesn't slow down the game.

It takes a little thinking at first about which die I roll, but once you got that down it is much faster and more efficient than the Chits.

Quick summary:

If a hit is scored

The firer rolls two dice.

1. ?Firepower, always the same die based on weapon size (1-5) and 2. Impact: ?Based on Weapon Type and Range. ?Impact is the hard one to remember.  It is best to keep the Die type on the record sheet for each range. ?

Roll both dice chose the highest.

The defender rolls one die for armor based on Armor (1-6)

If you beat the defenders die he is destroyed, a tie means the defender is damaged (roll on D6 chart), and less than means the shot bounced off.

So instead of going into the "bucket" of death pulling out the chits and applying the valid ones, just roll.

It also keeps the Dirtside philosphy of keeping both players engaged in the game during all aspects.  

It has my vote, but with the commnet that we have not played with Artillery or Infantry under the new the sytem yet.


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