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👾 The Reality of sUAS in the IADS: The Game Battlespace

  • Writer: iadsthegame
    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.

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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.


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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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The capabilities described in this board game are generic and notional; they do not accurately reflect any real world capabilities. The views expressed on this page and in the game are those of the author and do not represent the official policy or positions of the United States Air Force, the Department of the Air Force, the Department of Defense, or the U.S. Government.

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