Switch Theme:

Vehicles, removing damage table.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut





Solution to make vehicles viable, and line up vehicles with MC/GMC/SHV

Remove the damage table.

Vehicles retain HPs, if they are reduced to 0 HP they are destroyed.

Anytime a vehicle suffers 1 or more HP damage from a hit roll a d6.

1-6= no effect.
7+= Destroyed*

AP1 Weapons can add +1 to this roll


*When a vehicle is destroyed roll a D6, if the result is higher than the vehicles starting HPs it explodes.

AP1 weapons can add +1 to this roll.


Explosions = D6 S4 ap- automatic hits to any units within the vehicles starting HPs+d3 inches.

the idea is to balance normal vehicles against MC/FMC/GC/SHV which lose no effectiveness as they are damaged. Also to reduce record keeping and speed up resolution of vehicle damage.

This message was edited 1 time. Last update was at 2015/09/28 18:24:35


 
   
Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

Vehicles don't die from exploding. They die from three 6's from small arms fire. That's the problem, not the meltas. Meltas are designed to kill vehicles, if your opponent gets their meltas within 6" of your tanks it's your fault he did and your tank deserves to die.

14000
15000
4000 
   
Made in us
Longtime Dakkanaut





well that has very little to do with the problem I am discussing.

There is a large divide in what happens to MC/GMC/SHV/GC and normal vehicles. These other models which take a lot of shooting to kill remain at 100% effectiveness until they die. Somehow their parts don't get damaged, their guns don't get blown up, and they are a-okay until they are dead. Vehicles do not.

Lets imagine something different.


You have a 400pt Knight with 6 HP next to 2 land raiders with 4hp each. (~500pts)

Your opponent drops in with two squads of 6x melta guns on one, and two squads of 6x melta guns on the other.

Vs the knight= average 4 hits, average 4 pens, the knight saves versus 2 of them, so 2 effects. Lets say 1 pen and 1 pen+explode so d3+1 hps. The knight lives, can move, shoot, and loses no weapons.

VS the land raiders= average 4 hits, we will say 2 hits on each land raider. Results are 3 pens and 1 explode. So one raider is down 2 hps, and has to roll twice on a table that further damages its abilities lets say shaken and a gun is blown off, the other is just gone.

Which result would you rather have? Consider one is 400pts the other is 500pts of models.


There is in inherent balance issue with having a class of something take additional damage when damaged, but nothing else does- and the points cost/rules do not reflect this.






This is a big reason people dislike buying vehicles that are not SHV, or in the case of tau/gks MC/GMC.

There are no penalties for certain large tough units between perfect health and death, and for some reason for all other large units(vehicles) there are many states of suffering.

The main result of this change isn't that vehicles die in some way, they are still dying to DSing meltas. It is that there is no need to roll for other effects like shaken/stunned/immobilized/weapon destroyed- just as MC/GMC/SHV do not worry about these effects.

The result is balance between how things are hurt, reduction in record keeping, and time saved during play.

The alternative realistic stance is to add damage tables for MCs/GCs/SHVs where they suffer negative effects that are 'realistic' results of being damaged just like vehicles.

This message was edited 3 times. Last update was at 2015/09/28 18:54:15


 
   
Made in gb
Mighty Vampire Count






UK

We sort of play this in our games of 6.5 40K and it works really well.

ours is:
no table.
roll a D6 for pen hits- 6 explodes, add +1 for AP2, +2 for AP1.

Our vehicles also have Overwatch

This message was edited 1 time. Last update was at 2015/09/28 18:59:13


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Longtime Dakkanaut





 Mr Morden wrote:
We sort of play this in our games of 6.5 40K and it works really well.

ours is:
no table.
roll a D6 for pen hits- 6 explodes, add +1 for AP2, +2 for AP1.

Our vehicles also have Overwatch


that sounds pretty speedy and reasonable too.
   
Made in us
Longtime Dakkanaut




Just use the rules from apocalypse, which is ignore everything on the chart except explodes results. It's why superheavy vehicles have the rule they do.

   
Made in us
Missionary On A Mission



Eastern VA

I wouldn't mind that for streamlining purposes, though I don't think it really solves the essential vehicle problem: light vehicles get sanded to bits all too quickly, heavy vehicles get lucky-shotted. (But, solving that is a matter for another thread.)

EDIT: Oh, wait. I missed that AP2 and open-topped doesn't give bonuses on the chart anymore, and AP1 is only +1. So, those lucky shots will be really rare now. Ok, that might work alright, and does make heavy vehicles a lot tougher.

This message was edited 1 time. Last update was at 2015/09/29 14:18:17


~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
Loyal Necron Lychguard





Virginia

AOS Damage chart. Gets weaker as it takes more damage. Boom. *minds blown*

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
 
Forum Index » 40K Proposed Rules
Go to: