👾 The Reality of sUAS in the IADS: The Game Battlespace
- iadsthegame
- Jul 5
- 3 min read
Updated: Jul 5
Following up on my last post about Ukraine’s success in Operation Spiderweb, I wanted to highlight a recent video by Alex Hollings that really syncs with what IADS: The Game tries to capture.
Whenever I demo the game for someone without a military background, they’re often surprised to see missile shots don’t have guaranteed outcomes. In contrast to the clean logic of games like Magic: The Gathering — where 3 Power beats 2 Toughness, and that’s that — IADS captures the messier reality of war. A dice roll captures not just a weapon’s specs, but the broader uncertainty of combat.
📊 It’s Not Just the Stat Sheet
On-paper effectiveness is only part of the story. But consider how battlefield reality is shaped by factors like:
🛠️ Manufacturing quality control
📡 Data integrity across the Find, Fix, Track, Target, Engage, Assess (F2T2EA) Kill Chain
🎯 Variance in operator skill and decision-making
Once you account for all that, even the most detailed stat sheet starts to drift from reality. IADS leans into that complexity — combat outcomes can be unpredictable, foggy, and often frustratingly imperfect.
📉 “FPV Drones Kind of Suck”
Alex opens his video by citing a War on the Rocks article from Jakub Jajcay, a former FPV drone operator in Ukraine. Jajcay's blunt summary?
“I found that 43% of our sorties resulted in a hit on the intended target.”
Including the missions that were aborted due to technical issues or poor conditions, that success rate drops to 20–30%. Brutal — but well within the range of what I might expect.
Rather than a miracle weapon, FPV drones are one tool in a broader toolkit. As Alex explains, they’re often used in double taps — following up a strike to confirm a kill or finish off a damaged target. A great example of slotting a capability where it works best, not overhyping it.
🎯 Just Upgrade it!! Wait...
So what if you wanted your FPV drone program to be more reliable? You’d need serious investment — more money, better materials, tighter quality control. Alex estimates the cost to field a consistently reliable FPV capability… and it’s too much.

That’s the tradeoff — and IADS: The Game makes you live with it. In our system, Upgrade Cards boost Range, Defense, and Attack Dice — but at a cost:
You forfeit the chance to draft a different unit card.
You increase the unit’s Attrition Point value.

Stacking two or three upgrades can make a devastating weapon system — but it’s not without risk. I’ve watched a double-upgraded Long-Range SAM get shredded by High-Speed Bombers… losing the attrition trade five to two!
🛠️ New House Rules for sUAS Fans
Watching Alex’s video made me realize: we never included an Upgrade mechanic for sUAS Swarm or Counter sUAS. So here are a couple of optional house rules for players who want to explore a more advanced drone battlefield:
sUAS Swarm
May be used an additional time for each Upgrade.
Each use applies an additional -1 Defense to all enemy Surface Units.
Players gain another opportunity to Detect a suspected enemy Surface Unit — a great combo with long range fires!
Counter sUAS
May be used an additional time for each Upgrade.
Each activation applies +1 Defense to all friendly Surface Units.
If the enemy fields multiple sUAS Swarm unit cards (or upgrades the sUAS Swarm), you’ve got answers.
🧠 Final Thoughts
Combat isn’t clean. Stats are a starting point — but context, timing, and investment shape every engagement. In IADS: The Game, the Draft Phase mirrors real-world opportunity cost. Investing in advanced capabilities might give you certainty — but it also means saying no to something else.
On the battlefield and on the table-top: every choice has a cost.
– Ric
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