doc1234 wrote:Not a terrible idea, I just have a nasty habit of getting half way through things like this, play testing once or twice and then never thinking about it again

Haha I know that feeling. Just gotta get an early playable prototype and then get your friends hooked on it so you're always motivated to play.
doc1234 wrote:Honestly no where near 10v10. At the most/least i'd say 2-6 a side (and that'd be something like 6 light tanks vs maybe a Mause tank or something). Even 6 would really be pushing it with the amount of let's call it "personality" each crew could end up with having to keep track of.
Yeah for skirmish games I find 6 to be the perfect number (then again that's what my own game has as a cap per gang

). You can have plenty of detail per vehicle without the player being overwhelmed by TOO much
RPG-like detail. Once you're in the 10-20 range you might as well play a full army game since each model is probably pretty bland already.
doc1234 wrote:I initially had
D6's down as a placeholder (seeing as they are sort of the "baseline" dice). You can get out with those filthy
D20 though

joking, but wanting to keep this dice light,
D10 or
D12 will be the more likely option it ends up in once things get rolling a bit more.
Right there with you for
D20s 
I just was suggesting it in case you forgot all the dice

Never seen the appeal of
D10s either, they aren't even Platonic solids. I'm a
D12 fan myself!
doc1234 wrote:True, if I run with a "modifier+diceroll" to hit, the roll may likely double as a hit location (so say a 1-5 for the hull, a 6-9 for the tracks and a 10-12 for the gun for instance). However the problem with that means most of the time what should be the more common hit location (the hull) is still at the lower end of the spectrum. However flipping that the other way around may work.
I was more saying 2 dice are rolled, but they aren't added together. So
2D6 with a 4 and a 6. The higher result (6) is always the to-hit roll, the lower (4) is always the location. So to get a really good hit on a good location they'd have to roll very well, like two sixes. The locations are still independent and unaffected by the
2D6 bell curve since you're only checking 1D6.
doc1234 wrote:One particular idea that struck me is rolling a second colour dice with the hit dice, but only apply the randomized hit outside a certain range (so the crew just trying to hit the target on the fly, rather than wasting their time specifically going for the other tanks gun). I'v yet to think too hard on how well an
RPG mechanic like called shots closer up would work on tabletop

However the "higher dice and lower dice" being what decides would work a lot better than coloured dice.
You could get even more granular and have
3D6 (or whatever dice), with stats varying based on the tank. So one tank might have:
Damage: High
To-Hit: Medium
Location: Low
So it would rarely hit good locations, but would hit for a lot of damage when it did. That type of system works a bit better with non-
D6 dice though.
doc1234 wrote:I actually have a copy of Armour Grid, it was a pretty interesting idea for small games like this. Seem to remember mech attack had a table system too, but was a bit vague from what I did read on just how many criticals a mech could take before it finally died. However a grid system is a lot more interesting than a simple "Do at least X damage", and helps somewhat to remove one of the other things from games like Dystopian Wars that bugged me (hamstringing smaller forces arbitarily because of a unlucky roll of a 12 for instance).
I think I remember you replying to my "What other games beside BTech" thread about Mech Attack. But yeah the grid system was cool, and I'm sure you could rework it to have a critical system you liked a bit more.
doc1234 wrote:I fully intend to have movement effecting your chances to get hit. Though certain tanks like the Stug tank destroyers will likely have a bit more reason to stay hidden, with an equivalent (or better) than if they had moved, but balancing it by a much thinner armour. Right now from the top of my head, I'm toying with the idea of the tanks each having three separate small grids (Say 3X5 for a hull, 3x3 for the treads and turret). Depending on which direction the tank gets hit from, it'll remove one box of armour less. So getting hit on the front with say a damage 3 gun on the front may only result in 1 box loss, where as the rear will take off 3 (taking out the row). This would translate as a +3 on the damage table for instance each time it's hit in that location. The tanks hit box locations will idealy only vary on the depth, the row's "should" match up, so going with the idea of the second hit dice determining location, not only on which part of the tank but on which part of the grid. Opens up further crew abilities for things like + or - 1 to the location roll for a deadeyed gunner. The grid system opens up some routes for different ammo types too (ones with deeper penetration vs ones with a wider spread), maybe having the player have to decide between using up their "valuable" limited shots. Keeping track of ammo use is still a little iffy with me till I get some actual testing done though, on the one hand a skilled gunner could be shooting 3 rounds a turn (if I keep that idea). Would certainly add a little in terms of "Do I try to shoot from back here, or get closer. It'd help me to hit, but I could get scrapped".
You might have lost me here, but I do think direction dependent damage is important in vehicle games

What about instead of separate grids each tank has a single grid of boxes (say 6x7). Then if they are hit from the left you spin the sheet and fill in the damage pattern from the left side instead of the front (or "top"). So you could start digging holes all over the tank.
Crew members could just have basic stats and then additional traits or abilities that let them do cool things above and beyond the norm. You could even have crew death/unconsciousness being a big factor where members have to "switch seats" to take over loading, and they might not be as familiar with it. Sort of like a cheesy Star Trek movie where someone has to run to engineering instead of the actual engineers.