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![[Post New]](/s/i/i.gif) 2014/04/14 18:01:28
Subject: Speedier armour and vehicle rules, streamlined..
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Fixture of Dakka
Chicago, Illinois
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I get really annoyed with dealing with vehicles firing arcs as well as different armour values. Mainly because transports and tanks are not built with a "weak section" . If you shoot a abraham tank in the rear it's got the same armour as in the front it's not "weaker". Tanks are specifically designed to be all around armoured.
Anyway here are my vehicle rules.
Elimination of Crew Stunned and Crew Shaken. Instead Crew Stunned becomes a test later on.
Elimination of Side/ Rear / Front Armour , All armour is averaged now.
So a Leman Russ which is 14/12/10 would just have Armour Value 13.
Now to Glancing and Damage
HP would stay the same instead when a vehicle loses half of it's HP rounded up it becomes immobilized.
On a Penetrating hit Vehicles Lose an Additional HP, AP 1 or 2 Causes causes one More Additional HP
No more LOS for sponsons. Vehicles are assumed to pivot slightly or tilt in flight to fire. Turrets have 360 degrees.
Anyway that's my simplified rules.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/04/14 18:28:40
Subject: Re:Speedier armour and vehicle rules, streamlined..
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Twisted Trueborn with Blaster
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Vehicles are already losing out to MC's this edition. I think your changes just make them weaker.
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I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/
Tzeentch Daemons 2000pts
Kabal of the Sundering Strike 2500pts
Eldar Corsairs 750pts
400pts Corregidor/Nomads
300pts Yu Jing
200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang |
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![[Post New]](/s/i/i.gif) 2014/04/14 18:33:52
Subject: Speedier armour and vehicle rules, streamlined..
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Fixture of Dakka
Chicago, Illinois
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Not really as Striking vs. Rear Armour would have no real bonus.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/04/14 19:06:00
Subject: Re:Speedier armour and vehicle rules, streamlined..
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Twisted Trueborn with Blaster
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Additional HP loss for Pens and auto-Immobilization when below 50% are pretty harsh blows. Losing weak rear armour wont make too much difference comparatively. Plus most vehicles are glanced to death atm, and most wont get an armour boost in your system.
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I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/
Tzeentch Daemons 2000pts
Kabal of the Sundering Strike 2500pts
Eldar Corsairs 750pts
400pts Corregidor/Nomads
300pts Yu Jing
200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang |
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![[Post New]](/s/i/i.gif) 2014/04/15 02:29:32
Subject: Speedier armour and vehicle rules, streamlined..
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Gimlet-Eyed Inquisitorial Acolyte
Calixis Sector
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Most of the time Rear Armor doesn't matter. Take a Predator for example. It has Front Armour 13. You can park it facing the enemy and it's immune from most infantry guns. If you averaged its armour it would have AV 11. Now bolters are getting glances against it. Worse it takes 2 hit to immobilize now, instead of being able to shrug off glances.
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![[Post New]](/s/i/i.gif) 2014/04/15 02:51:32
Subject: Speedier armour and vehicle rules, streamlined..
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Fixture of Dakka
Chicago, Illinois
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I think eliminating glances may help what about that? Just completely streamlined either you have glances or a penetrate. It doesn't matter.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/04/15 03:00:16
Subject: Speedier armour and vehicle rules, streamlined..
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Gimlet-Eyed Inquisitorial Acolyte
Calixis Sector
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No that shifts the balance too far in the other direction, essentially increasing all AV's by 1.
What needs to be done is to shift the Vehicle Damage table down by 2 so that an explodes result is on an 8. Then add 1 hull point to everything except flyers.
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![[Post New]](/s/i/i.gif) 2014/04/15 07:04:24
Subject: Speedier armour and vehicle rules, streamlined..
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Disguised Speculo
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I'd rather "rear armour" worked like it does in Flames of War. Essentially, if the attacker is behind a horizontal line drawn across the front of the vehicle hull, its hitting the rear. As it is, its way too easy to move into a side arc even from directly in front.
Vehicles could also be made more interesting by way of pivots in their movement, instead of having them just teleport like infantry.
The pen table is ridiculous, but I think 8 to Explode is a bit much - prefer 7 myself.
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