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Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]

 Post subject: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Tue Dec 13, 2011 11:15 am 
Brood Brother
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Howdy all!

This is a request for ideas, oppinions and examples of how various Defensive Systems are used in wargames, Especially ones that don't involve super number crunching.

I'm talking about things like Explosive Reactive Armour, Close-in Weapon Systems, Electronic Counter Measures.
So stuff like Flares, or Infra-red Scatterers.

Mainly thinking about how they get incorporated in to Ground Warfare; do they form an increase to a Units "armour" value, or do they give it a "Save" to make the hit miss?

As there are alot of examples in Modern Warfare, i'm suprised i couldnt find it in CWC or FWC.

Please share your knowledge :D

Ben.


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 Post subject: Re: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Tue Dec 13, 2011 11:17 am 
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infinity has some ecm and electronic warfare stuff. thats probably your best bet for looking into it

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 Post subject: Re: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Tue Dec 13, 2011 2:21 pm 
Purestrain
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THe Strike Legion ruleset also includes some ECM rules.

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 Post subject: Re: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Tue Dec 13, 2011 3:28 pm 
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Dirtside has ecm and such stuff from memory.


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 Post subject: Re: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Thu Dec 15, 2011 8:55 pm 
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In my sci-fi rules, ECMs fall into roughly 3 categories.

First, there are countermeasures that I consider passive from a rules perspective. These would be things like the reactive armor that you mentioned or could be infantry CQ deterrents on vehicles. For these, I work the advantage into the base stats/abilities for the unit in question and give a description for the statistical bonus when compared to units without. Note, these can be offensive or defensive in nature. However, they are always in effect.

Next would be defensive counter measures that require activation. These are items like IR flares that grant a defensive bonus when activated but for a limited time.

Finally, there are offensive counter measures that require activation. These are items that can jam or hack systems, but that require you to actively target units. These can either debuff a units offensive capability [ie to search or target], or they can buff the units [or a friendly units] stats [ie stealth]. These are similar in final effect, but they differ in mechanic and metagame interaction.

All of this is done very simply due to the level of abstraction I use, but I feel it is an effective means of modeling the role of counter measures in general.

http://bombshell-games.com/


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 Post subject: Re: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Wed Jan 11, 2012 12:13 pm 
Swarm Tyrant
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Reapers CAV includes ECM, ECCM and linking fire. It includes 'bubbles' of effect and adjusts the firing to hit roll.

The problem with including the effects of ECM in the armour roll is that it then makes no differentiation between low tech races with thick armour, and high tech races with ECM - effectively grouping the Orks and the Eldar into the same category. I prefer systems which either take the effects into the to hit roll (or increasing scatter for AoE), or even add a dice roll.

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 Post subject: Re: Gaming with Defensive Systems [ERA, CIWS, ECM's, etc]
PostPosted: Wed Feb 22, 2012 1:57 pm 
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Battletech includes also ECM systems. A basic ECM can jam C3 links.. improved ECM is able to jam targeting devices and missile control systems (Artemis). Their are also rules for ECCM..


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