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Old 10-09-2009, 09:21 AM
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Webstral Webstral is offline
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Quote:
Originally Posted by ChalkLine View Post
The US has the only credible NATO ABM system, so you have to multitarget the same area as many times as you can to overwhelm defences. You send not 16 MIRVs at a US target, you sent 16 ICBMs with 16 MIRVs each at one to ensure you get a penetration.

Don't forget, once you launch you're going to lose your targeting capability within ten minutes. There's no time to say 'bugger, target x didn't get hit' and task a few more missiles at it.
The US ABM system in existence as of 1997 is sited to protect the missile silos in the Dakotas. If you're not attacking the silos, you don't have to worry about having your missiles intercepted. The v1 chronology specifically states that neither side attacks the land-based ICBM of the other side. Missile failure and accuracy issues still apply, but interception isn't a a real issue for the Soviet surgical nuclear strike. If your first attack experiences a malfunction, you have the option of a follow-up later on.

You're right that in an all-out exchange each side ought to target multiple missiles and/or reentry vehicles on each target to ensure destruction. Twilight: 2000 isn't about an all-out exchange. At the very heart of the game is the idea that everyone is terrified of exactly the situation you are describing; therefore, each nuclear use is intended to give the using side a little advantage. No one wants to destroy all human life, but neither the US nor the USSR can walk away from using just a couple more nukes to "redress" the situation until both nations (and global civilization) have been crippled. There are other games oriented around MAD gone wrong, but Twilight: 2000 has always been about a world knocked on its fourth point of contact without being hacked into hamburger.

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