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![[Post New]](/s/i/i.gif) 2014/09/22 06:21:07
Subject: Vehicle Damage Results Table and Timing of Effects
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Been Around the Block
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I wanted to see if I could get help getting this clarified. I understand when you apply the effects to an already damaged vehicle (ex: already immobilized from unit 1 shooting and you are applying shooting from unit 2 with another immobilized effect), but what about within the same shooting turn of a unit?
For example, unit 1 applies 3 immobilized results to a vehicle:
Is it 3 hull points and immobilized (assuming not destroyed) or
1 HP and immobilized, plus 2 HP for the 2nd result, plus 2 HP for the third result?
Another situation: unit 1 applies 2 weapon destroyed and 1 immobilized results to a vehicle with 1 weapon:
Is it 3 hull points, immobilized and the 1 weapon destroyed or
1 HP and 1 weapon destroyed from the 1st result, 1 HP + immobilized (no more weapons) from the 2nd result, 2 HP (due to already suffering an immobilized effect) from the 3rd result.
Thanks!
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![[Post New]](/s/i/i.gif) 2014/09/22 07:27:01
Subject: Vehicle Damage Results Table and Timing of Effects
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Never Forget Isstvan!
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You roll damage results 1 by 1 and apply each effect as you roll them.
The only exception is for penetrating hits. You would roll all your pens even after a vehicle is wrecked to see if you get an explodes result.
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![[Post New]](/s/i/i.gif) 2014/09/22 07:31:52
Subject: Vehicle Damage Results Table and Timing of Effects
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Perfect Shot Dark Angels Predator Pilot
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That's a good question. I want to know this too. I would say all weapons that are the same fire at the same time, therefore there is not a previous immobilised result to go by. But if it came from different weapons then they would happen one after another and therefore lose extra hull point(s).
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![[Post New]](/s/i/i.gif) 2014/09/22 07:41:06
Subject: Re:Vehicle Damage Results Table and Timing of Effects
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Executing Exarch
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Mildly confused by Eihnlazer's wording, you only get damage rolls from penetrating hits anyway, I'm probably misunderstanding.
Multiple hits from the same weapon name (by one unit) should be rolled at the same time unless against a vehicle squadron (as we are given specific instructions to roll sequentially in that instance).
Consider multiple Weapon Destroyed results instead - Say a vehicle receives 3 WD results:
Would you argue that when randomising which weapon was destroyed by result 2, you would still include the weapon destroyed by result 1 (potentially 'destroying' the same weapon twice)?
I would imagine you would consider that unfair or cheating, I would look at multiple Immobilised's in the same way.
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![[Post New]](/s/i/i.gif) 2014/09/22 08:07:28
Subject: Vehicle Damage Results Table and Timing of Effects
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Never Forget Isstvan!
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I just follow the steps.
Pick weapon, roll to hit, roll to pen.
After pens and glances are determined you start allocating, rolling damage results for pens, 1 by 1.
Note, if your not shooting at a squadron, all the hits are automatically allocated to the one vehicle so theres no issue there.
If the first damage result is a weapon destroyed you randomly determine the weapon then move to the second damage roll. Once a weapon has been destroyed its obviously not eligible to be destroyed again. Once you receive an immobilized result, any further immobilized results cause 2 hull points instead of 1.
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![[Post New]](/s/i/i.gif) 2014/09/22 14:23:55
Subject: Vehicle Damage Results Table and Timing of Effects
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Perfect Shot Dark Angels Predator Pilot
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True true. Makes a lot of sense.
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![[Post New]](/s/i/i.gif) 2014/09/22 19:42:11
Subject: Re:Vehicle Damage Results Table and Timing of Effects
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Regular Dakkanaut
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So to recap, and extend to squadrons....
If you hit with 6 unsaved glances and "then" 3 unsaved pens on a 3 unit 2 HP squadron, you would:
Do 2 glances to squad member 1,
do 2 glances to squad member 2,
do 2 glances to squad member 3,
then roll for the 3 pens, potentially triggering 3 explosions.
Assuming you get only two explosions, #1 and #2 go boom and #3 is left as a wreck for cover.
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![[Post New]](/s/i/i.gif) 2014/09/22 19:53:29
Subject: Re:Vehicle Damage Results Table and Timing of Effects
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Executing Exarch
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Squadrons get a specific exception to the normal rules (p79) that means you resolve Hits one-at-a-time, rather than Wounds or Glances/Pens. Each hit then rolls armour penetration, and if it penetrates rolls on the damage table, so if the first hit causes an Explodes! you allocate the second hit to the second vehicle without 'wasting' one.
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This message was edited 1 time. Last update was at 2014/09/22 19:54:01
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![[Post New]](/s/i/i.gif) 2014/09/22 19:59:58
Subject: Vehicle Damage Results Table and Timing of Effects
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Dakka Veteran
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You allocate to one vehicle in a squadron till it's dead then on to the next vehicle.
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In a dog eat dog be a cat. |
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![[Post New]](/s/i/i.gif) 2014/09/22 21:02:17
Subject: Vehicle Damage Results Table and Timing of Effects
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Never Forget Isstvan!
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yes, if you allocated the glances first, you would never get to the explodes in the above situation because all 3 vehicles would be wrecked.
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![[Post New]](/s/i/i.gif) 2014/09/22 21:55:42
Subject: Vehicle Damage Results Table and Timing of Effects
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Regular Dakkanaut
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Eihnlazer wrote:yes, if you allocated the glances first, you would never get to the explodes in the above situation because all 3 vehicles would be wrecked.
For expedience I suggested that there were 6 unsaved glances followed by 3 unsaved pens. the general consensus _seemed_ to be that you would still roll pens to see if things explode, even if they had been glanced to death/wrecks anyway. Now, once that attack is done you can't shoot it again since you can't target a wreck for shooting again you can't get the explodes (fun houserule to think about though), but it would seem a tad unfair to "immobilise" something 3 times and then not get to explode it with yoru last hit's tank hunting AP1 pen...
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![[Post New]](/s/i/i.gif) 2014/09/23 03:17:16
Subject: Re:Vehicle Damage Results Table and Timing of Effects
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Been Around the Block
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Thanks for the feedback all.
This question originally stemmed from the situation of if a group of grav guns could inflict the 2 HP effect from repeated immobilization in a single volley of fire when the vehicle was fresh (not hurt or immobilized already beforehand). The center of the opposing player's logic was that all of the shooting from a unit happens at the same time (select a weapon paragraph), and therefore you cannot inflict the extra immobilized effect if it wasn't already. But as I had originally thought and was also pointed out here, the effects stack. After double checking the book, we are also told in the penetrating hits section that all modifiers on the vehicle damage table are cumulative.
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