3catcircus
Adventurer
drnuncheon said:Er...how would you need that stuff in GURPS but not in T2K? The 3e GURPS book has a reasonable assortment of weapons in it, including what I would think would be the 'most common' modern ones. (I don't recall what it's got vehicle-wise.)
Sure, it'd be better with all the other books. But fact is, you don't need GURPS Vehicles to stat up a real tank - you need the Basic Set and Jane's. It goes 30 mph for this long on this many gallons of gas...really all you need is an estimate of the DR.
How would you need that stuff in GURPS TW2K but not in a self-contained TW2K? Well - for starters the original and v2.x TW2K came in boxed sets that contained everything - rules and setting information, as well as some scenarios and maps and stuff. Versions 2 and 2.2 also came in a single book - for players rather than GMs. In GURPS, not only do you need to buy the basic rules (for the mechanics), but you would have to, as a minimum, buy the "GURPS TW2K" book for the setting information and any deltas between the basic rules set and any rules specifically for the TW2K setting.
You also allude to the fact that you'd *only* need the basic rules and a copy of Jane's. Do you have *any* idea of how much Janes books cost? A copy of *just* "Armour and Artillery" is $670 direct from Janes - and for an online or CD version it is another $1000 or so... You'd also need the Military Vehicles and Logistics book, Armour and Artillery Upgrades, and maybe Land-Based Air Defence book as well - each of them at about $570-$670 for a current book edition. If the GURPS TW2K book didn't include information on the ORBATS and kit of the world's armies, you'd also need a copy of Jane's World Armies - another $650 or so.
I don't know about you, but I'd rather pay the $40 for a TW2K boxed set that has everything I need to play the game. And before you say "Use a library copy," my answer is - why would I want to be constrained by having to go to a library, especially if I get a creative idea at 3 in the morning?