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![[Post New]](/s/i/i.gif) 2011/06/08 03:18:56
Subject: do we realy need to roll for wounds ?
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Regular Dakkanaut
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do we realy need to roll for wounds ?
I just cant see the point of rolling to hit AND then having to roll for wounds
Of the hundreds of games i have played , board and pc , a hit is a hit is a hit
while i understand why you might want an expensive unit to be damaged in stages i cant realy see the point of rolling for wounds apart from a " dice smoothing , hit reducing effect"
this is achieved in other games by simply making it harder to hit in the first place.
There seems to be a great deal of rolling for nothing in warhammer 40k , A geekoid / Games workshop desire to roll 30 dice in 5 stages when rolling a couple in 2 stages would suffice
AND YIELD THE SAME OUTCOME
someone please explain to me why warhammer 40k finds itself the spot on the domino in a universe where concise & efficient combat systems utterly dominate
rant over , lol
KISS ( keep it simple ) should be the name of the game ,
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This message was edited 2 times. Last update was at 2011/06/08 03:20:10
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![[Post New]](/s/i/i.gif) 2011/06/08 03:24:54
Subject: Re:do we realy need to roll for wounds ?
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Pulsating Possessed Chaos Marine
Did you guys know Canada has a friggin desert?
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While sometimes rolling to wound might seem a bit strange, (a lascannon which doesnt kill a gretchin, for example) its mostly made for game balancing/building. Without roll to wound (Which I tried once) the game is much too short and boring. Plus, It makes the game more balanced, for example a heavy weapon being able to hurt a carnifex more easily than a small and sucky lasgun.
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This message was edited 1 time. Last update was at 2011/06/08 03:25:36
You're not playing the game like I play it...why aren't you playing the game like I play it?! O_O |
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![[Post New]](/s/i/i.gif) 2011/06/08 04:01:44
Subject: Re:do we realy need to roll for wounds ?
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Longtime Dakkanaut
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Bullets do funny things. Sometimes they zip right through without hitting anything vital. Sometimes they shatter bones and splatter vital organs. Sometimes they ricochet off of bones and hit vital organs. You really never know what's going to happen until you roll the dice.
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![[Post New]](/s/i/i.gif) 2011/06/08 04:52:51
Subject: do we realy need to roll for wounds ?
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Regular Dakkanaut
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you can still keep the defender interested and rolling for luck and hapen stance by the following rule
1 All weapons Always hit so long as they are in range of the target. ( No dice required )
2 defender rolls for each unit of his that has been attacked
to live you must roll higher than the weapon attacking you
now we want all sorts of variations on this dont we, or the game would be very flat to play
so depending on your "special" a number is added to the number on the dice thrown
i am a grunt nothing unit at point blank range = add 0
as above under cover add 1
as above leader x is on the board add another 1
as above but my green skin is flame proof and attcking weapon is flamer add another 1
etc etc etc
simple !
Psychology / Fun aspect
the attacker points just , the defenders rolls and prays
this gives the attacker a wonderful and hassle free way to point an shoot , pun intended (physically and mentally uncluttered)
this gives the defender the " bring it on cricket batter stance" rattling the two dice and blowing into his cupped hands..."oh dark lord of dice "
the defender has the joy of letting the attacker linger over the double six thrown ... the attacker gets to see the pain in the defenders eyes as the defender snatches up the snakes eyes in disgust
The system i have described , is mind numbingly simply in comparison to GW horrendous lash up yet it allows infinite complexity...AND ALLDONE with a single throw of a just two 6 sided sided die
ill give one final example to underline my point
an entire army grunts attacking a titan
attacker declares simultaneous attack mode
i have 10 grunts biting his ankles = 10 points
i have 1 super tank attacking at 10 with titan piercing Armour my tank attack now doubled to 20
i have 1 sniper firing through a bush thats partly obscuring the titan , my attack of 4 is halved to 2
i have 1 champion attacking at 5 with a+1 bloodlust bonus which kicks in only during simul attacks
etc etc army 50 attack points
= 10 grunts 20 tank 2 sniper 6 champion 50 etc points
= 88 attack points
the defender rolls 2 die and multiplies that by his Titans defense multiplier eg 10 and then adds a base figure of say 10*
( *immune to all fire from a single unit attack hitting at 10 or ten grunts simul attacking at 1)
so even rolling snakes eyes for your titan = (2 x 10) + 10 = 30 defense points. To avoid the hit in this particular case of attack of 88 dice adding up to 8 would be required. The +10 base topping it up to a 90..thus a save.
NOW just think about this ,.... ive just fairly and engagingly resolved a huge barrage of fire by rolling just two die
above points taken and somewhat agreed upon .......this my 2 bags of gold answer
( add as many fluff and counter fluff rolls as you like to either side , and for whatever reason you like BUT the out come of your system will be near identical to mine in all instances +/- an insignificant % point or two)
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This message was edited 8 times. Last update was at 2011/06/08 05:08:10
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![[Post New]](/s/i/i.gif) 2011/06/08 05:26:42
Subject: do we realy need to roll for wounds ?
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Dangerous Outrider
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can you show me 10 Space Marines with a Missile Launcher firing at 30 Orks in light cover?
I don't quite understand.
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![[Post New]](/s/i/i.gif) 2011/06/08 05:27:47
Subject: Re:do we realy need to roll for wounds ?
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Spawn of Chaos
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NuggzTheNinja wrote:Bullets do funny things. Sometimes they zip right through without hitting anything vital. Sometimes they shatter bones and splatter vital organs. Sometimes they ricochet off of bones and hit vital organs. You really never know what's going to happen until you roll the dice.
well put!
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WoC army WIP |
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![[Post New]](/s/i/i.gif) 2011/06/08 08:30:02
Subject: Re:do we realy need to roll for wounds ?
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Lieutenant Colonel
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I belive the OP is saying the NUMBER of dice rolls is too many.
Because the dice are used in a DETEMINISTIC way.
Eg
The FIXED value X,any dice roll result over value X= pass, any dice roll result under value X =fail.
So a SM has EXCACTLY the same chance to hit ANY type of target ANYWHERE in weapon range.
An SM armed with a Missile launcher has the same chance to hit a Chaos land raider 2" away as he does a single remining grot 42" away.Which is counter intuitive.
The 'to wound' and 'to'save rolls' mechanics are then relied on to try to put the variatiuon back into the results.
Which just abstracts the process and results in detachment from real world tactics, and put the game purley into 'using the rules to your advantage.'
IF we simply copied real world interaction , we could arrive at more detailed interations , with LESS dice rolling and less abstraction.
Stage ONE.
Find them.(Aquisition)
Using a SINGLE dice (D10 or D20) roll over your intended targets Stealth Value to positivley identify them and bring weapons to bear.)
If we use a D20 we can get 5% granulation between a units stealth value.(This gives us a BASIC 4X more detail than the fixed value on a D6 to hit.)
We can then use simple modifiers to cover the other variables .Eg
Add to targets steath value..
Target in cover +1
Target over 36" away +1
Target using stealth equipment.+1
Add to attackers Aquisition roll.
Attacker stationary+1
Attacker within 18" of intended target.+1
Attacker using targeting equipment+1
The attacker makes an Aquisition roll, if they fail to aquire the target the attacking unit take NO further action.
(No 'targeting reastrictions required' as the variance in aquisition values make sense, and players simply decide how mutch risk they wan to take.).
This straightforward mechanic covers all elements of target and attacker disposition (dependant on wht modifiers we use.)
And so thier is a LOT of detail covered with ONE dice roll.
Stage TWO
Fix them.(Open fire and hope to supress-immobilise.)
If we simply determine a units ability to shoot by saying its effective range is the range its members WILL HIT AT.
EG
A poor shot with a lazer rifle will only have an effective range of 18"(Conscript.)
An average shot with a laser rifle may have an effective range of 24"(Guardsman)
An exellent shot may have an effective range of 30" with the same weapon.
We smply list the weapons effects when combined with the users ability.
Weapons are developed to inflict damage .
Armour is developed to prevent -reduce damage.
Weapon damage - armour value = save roll required.
So roll 1 DICE to spot target,(dependant on target size, distanace and disposition).
(Hits AUTOMATICALY determined by weapon and user skill.)
Roll to save based on comparative weapon and armour values.
This simple example showsl far less dice rolling , with FAR more detail achicved in a more intuitive way.
(Which allows room for intergrated supression mechanics and far more morale, command and control detail too!)
I got to go now, Dentists apointment...
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![[Post New]](/s/i/i.gif) 2011/06/08 15:26:34
Subject: do we realy need to roll for wounds ?
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Roaring Reaver Rider
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I can't really see anything wrong with rolling to wound. I think it makes sense. If you rolling to wound was removed things wouldn't make sense that much. You shoot a guardsman with a bolter and hit so manage to damage it. You shoot a carnifex with a bolter and hit and manage to damage it although the fex way more resistant to a bolter round than a guardsman. Makes more sense to me to compare the strength of the weapon to the toughness of the target.
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I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!
Hollowman wrote:
Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.
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![[Post New]](/s/i/i.gif) 2011/06/08 15:30:43
Subject: do we realy need to roll for wounds ?
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The Hammer of Witches
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What are these games in which a hit is a hit? Most combat video games, both FPS and RTS, have health bars and individual weapons do varying amounts of damage. That's your equivalent of the wound roll. And which board games simulate combat? Risk? Most tabletop wargames have a wound roll of some sort.
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DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature. |
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![[Post New]](/s/i/i.gif) 2011/06/08 15:46:19
Subject: do we realy need to roll for wounds ?
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Twisted Trueborn with Blaster
East Coast
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I like rolling the large numbers of dice, its why i play this game. If i wanted to roll less dice and have faster games Id start playing herclix again. LEAVE MY GAME ALONE!
But seriously, a few of the reasons people I know play this game are: A. It makes for long interesting games that can have some very fun results. EX. a marine runs up and rapid fires a grot and fails to kill him. Next turn the grot shoots him in the face and drops the marine. That just makes for a funny time.
B. The more dice rolls you have in a game the better your chances are for rolling to an average or a statistic. I used to play heroclix and with the low number of dice rolls the average just doesnt play out in a single game.
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This message was edited 1 time. Last update was at 2011/06/08 15:47:04
'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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![[Post New]](/s/i/i.gif) 2011/06/08 16:05:28
Subject: Re:do we realy need to roll for wounds ?
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Lieutenant Colonel
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Short answer to the OPs question.
NO.
Long asnwer.
If you deduct the defence value of the target from the damage value of the weapon, to get the chance of saving the hit.
You replace the UNECISSARY to wound roll with a direct and proportional save roll.(By moving away from using dice in a deterministic way.)
Play the game that makes you happiest.(If you cant find one you like out of the 100s available , modify one or develop your own.)
The man that developed the rules for 40k, Rick Priestly.Called the game mechanics of 40k '...old fashioned and clunky...'
Its like the abstracted minature proportions, you like it or you dont.
Play the game that makes you happiest.(If you cant find one you like out of the 100s available , modify one or develop your own.)
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![[Post New]](/s/i/i.gif) 2011/06/08 16:09:16
Subject: do we realy need to roll for wounds ?
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Consigned to the Grim Darkness
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So you suggest we remove the entire concept of strength and toughness from the game?
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/06/08 17:27:31
Subject: do we realy need to roll for wounds ?
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Fixture of Dakka
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Melissia wrote:So you suggest we remove the entire concept of strength and toughness from the game?
Yes. They should roll equal or above their initiative or die.
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2011/06/08 17:39:04
Subject: do we realy need to roll for wounds ?
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Consigned to the Grim Darkness
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Too much rolling. Let's remove initiative as well.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:01:26
Subject: do we realy need to roll for wounds ?
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Land Raider Pilot on Cruise Control
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Hell, let's just have units moving around on the tabletop. If you shout "bang" convincingly enough, your choice of target dies.
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~1200
DT:90-S+G++M---B--I+Pw40k10+D+A+/mWD372R+T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:04:11
Subject: do we realy need to roll for wounds ?
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Nimble Dark Rider
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Because if your play a large army like orks or nids, then rolling huge handfuls of dice is so awesome!
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Reason begets doubt; doubt begets heresy
Hellsing Crusader Tactical Marine: Brother Korvax |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:17:21
Subject: do we realy need to roll for wounds ?
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Consigned to the Grim Darkness
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Indeed it is.
I mean, who doesn't want to roll 60 dice at the same time?
It was a hilarious little event
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:21:35
Subject: do we realy need to roll for wounds ?
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Nimble Dark Rider
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You could technically get 120 Strength 4 attacks out of a Boyz mob of 30 with extra hand weapons on the charge
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Reason begets doubt; doubt begets heresy
Hellsing Crusader Tactical Marine: Brother Korvax |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:25:46
Subject: do we realy need to roll for wounds ?
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Land Raider Pilot on Cruise Control
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Kravox wrote:You could technically get 120 Strength 4 attacks out of a Boyz mob of 30 with extra hand weapons on the charge
Holey Crap! Now what if we didn't roll to wound!?
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~1200
DT:90-S+G++M---B--I+Pw40k10+D+A+/mWD372R+T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:26:57
Subject: do we realy need to roll for wounds ?
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Nimble Dark Rider
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Nobody would die!
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Reason begets doubt; doubt begets heresy
Hellsing Crusader Tactical Marine: Brother Korvax |
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![[Post New]](/s/i/i.gif) 2011/06/08 18:27:35
Subject: do we realy need to roll for wounds ?
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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Is this a serious question, lol?
So, you want to eliminate "wounding" from the game and a hit is a hit, eh? So a S3 lasgun is EXACTLY the same as a S10 railgun.
Your position sounds AWESOME and extremely well-analyzed.
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![[Post New]](/s/i/i.gif) 2011/06/08 19:28:25
Subject: do we realy need to roll for wounds ?
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Nimble Dark Rider
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Wounding is a necessary part, but if you explained your two step system properly there might be a change of heart
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Reason begets doubt; doubt begets heresy
Hellsing Crusader Tactical Marine: Brother Korvax |
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![[Post New]](/s/i/i.gif) 2011/06/08 19:33:42
Subject: do we realy need to roll for wounds ?
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Land Raider Pilot on Cruise Control
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Skarboy wrote:Is this a serious question, lol?
So, you want to eliminate "wounding" from the game and a hit is a hit, eh? So a S3 lasgun is EXACTLY the same as a S10 railgun.
Your position sounds AWESOME and extremely well-analyzed.
Okay, seriously now, the point is that adjusting "to hit" to a greater extent doesn't really make a difference. The way everyone's said it, it seems as though causing wounds is only determined by attacker's stats. Hello, there's a reason that models have a Toughness and Armour Save, and that's to make it a consideration when choosing models and pricing them in terms of points.
Plus, it's very logical, even if not exactly like IRL. It would mean that the game is way too biased toward shooting, and Ork Boyz would never ever assault again.
There isn't enough of a degree of differentiation between the different rolls on a D6, and we DON'T all suddenly want to start playing with D20s.
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~1200
DT:90-S+G++M---B--I+Pw40k10+D+A+/mWD372R+T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/06/08 19:43:57
Subject: Re:do we realy need to roll for wounds ?
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Flashy Flashgitz
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I think the OP's question is just a lack of experience in game mechanics. Nearly every game out there is geared to having the player control one guy or a unit of guys at most. GW has strayed away from the 150hp character in favor of small armies. So rather than rolling to see how much damage a hit generates it is simplified to whether or not enough damage is generate to outright kill an average soldier. So in short, yes every well thought out game has a way to measure the damage of a hit. GW's version is Boolean vs scaling.
Could you even imagine trying to keep track of the Hp's of a 180 boy ork mob?
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7 Armies 30,000+
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![[Post New]](/s/i/i.gif) 2011/06/08 19:47:25
Subject: do we realy need to roll for wounds ?
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Land Raider Pilot on Cruise Control
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And it's far batter than Risk etc. because you can make it look like one Boy represents one Boy, and not an entire battalion.
Thus, unit special rules and in fact the entire gaming system fall into place form there Automatically Appended Next Post: CageUF wrote:
Could you even imagine trying to keep track of the Hp's of a 180 boy ork mob?
And max 6 wounds means you can just use a D6 next to the model!
I love how the entire system is based around the D6...
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This message was edited 1 time. Last update was at 2011/06/08 19:50:38
~1200
DT:90-S+G++M---B--I+Pw40k10+D+A+/mWD372R+T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2011/06/09 01:37:53
Subject: do we realy need to roll for wounds ?
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Consigned to the Grim Darkness
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Sam__theRelentless wrote:And it's far batter than Risk etc. because you can make it look like one Boy represents one Boy, and not an entire battalion.
Thus, unit special rules and in fact the entire gaming system fall into place form there
Automatically Appended Next Post:
CageUF wrote:
Could you even imagine trying to keep track of the Hp's of a 180 boy ork mob?
And max 6 wounds means you can just use a D6 next to the model!
I love how the entire system is based around the D6...
Just because it's a D6 system doesn't mean that six is the max number.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2011/06/09 04:59:01
Subject: do we realy need to roll for wounds ?
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Twisted Trueborn with Blaster
East Coast
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Sam__theRelentless wrote:Hell, let's just have units moving around on the tabletop. If you shout "bang" convincingly enough, your choice of target dies.
That would be an awesome way to play if you were drinking!
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'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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![[Post New]](/s/i/i.gif) 2011/06/09 05:16:03
Subject: do we realy need to roll for wounds ?
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Revving Ravenwing Biker
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a 2d6 based table top war game? Oh. you mean Battletech.
I love that game.
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This message was edited 1 time. Last update was at 2011/06/09 05:16:29
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![[Post New]](/s/i/i.gif) 2011/06/09 08:20:37
Subject: do we realy need to roll for wounds ?
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Regular Dakkanaut
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The OP's description of shooting sounds more complicated then the current version.
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purplefood wrote:It's an army of a hellish dystopian state where they are forced to fight some of the most terrifying creatures mankind has ever seen, in the name of a god-emperor that might not even be alive, under commanders that do not care whether they live or die... what do you think? But hey laser guns! |
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![[Post New]](/s/i/i.gif) 2011/06/09 16:52:02
Subject: Re:do we realy need to roll for wounds ?
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Lieutenant Colonel
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Ill try to explain an alternative method.
A models ability to withstand damage , (armour AND toughness are combined together in to ONE value).Armour/Resistance to damage.(A.R.)
ALL models are given an apropriate AR value, from 1(wet vest save), to 20 (Warlord Titan front armour).
All weapon have a Damage Value.(DV)From 5 to 15.(An alternative name for the strenght characteristic.)
Simply deduct the AR value from the DV to determine the save roll required.
EG Ork Boy AR 2 is hit by a Bolt gun DV 7.
7-2=5 therfore the Ork boy saves on a 5+
A CSM AR 4 is hit by a bolt gun DV7.
7-4=3. therfore the CSM saves on a 3+
This gives natural invunerability to some units vs some weapons , and auto wound to some models from some weapons.
ONLY specialist 'Anti tank' weapons get a bonus to Armour penetration ,(similar to the penetration bonus as currently used in 40k)
Specialised anti Infantry weapons get a bonus to supression .
Other specialised weapons can have area of effect-ignore cover ,(similar to current 40k rules.)
So rather than having to use 3 seperate sytems ,AP vs SV, Inv vs special rules and AV vs S.
We could use just ONE system for all unit types.
(Damage tables for vehicles and MCs , supression for other units.)
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