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		<title><![CDATA[Latest posts for the thread "Vehicle buffs/rebalance"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Vehicle buffs/rebalance"]]></description>
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				<title>Vehicle buffs/rebalance</title>
				<description><![CDATA[ So been playing about and came up with some ideas.<br /> <br /> First is surviability. Keep hull points system but mix it up a bit. For every hull point above the first you have remaining you subtract 1 from the vehicle damage table(2hp left -1, 4hp left -3). However the only way to outright destroy a vehicle is to get an explodes result. There is no other way to remove the last hull point exept an explodes.<br /> <br /> Secondly, all vehicles get to shot all weapons at different targets, but at different levels of effectiveness. Non tanks have to pick one primary target which is at full <span class="glossaryitem" onmouseover='gp(14);'>bs</span>, and can split of at snapshots. Tanks can do this at a -1bs penalty. Heavy tanks can fire at full effect and ignore the rule for ordinance(all weapons fire at full <span class="glossaryitem" onmouseover='gp(14);'>bs</span>).<br /> <br /> Leave you're feedback and suggestions or other rules you think would be cool.]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2016 18:38:36]]> GMT</pubDate>
				<author><![CDATA[ HANZERtank]]></author>
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				<title>Vehicle buffs/rebalance</title>
				<description><![CDATA[ I do like the direction you are taking this, but I'll have to admit that dying only to an Explodes! result is a little too much, especially since the Wrecked result has long been gone from the Vehicle Damage Table.  I'd edit that first rule to "Vehicles cannot lose their final hull point to a Glancing Hit," or something of that nature, much like how hitting a foul ball in baseball will cost you a strike, but will never get you out.  Otherwise every high S, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3+ weapon would be essentially worthless finishing off vehicles, particularly those that aren't Open-Topped.  Even those that have <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 (e.g. lascannons) would only kill tanks on a roll of a 6. -1 modifiers to the damage table is very strong, so I might suggest a -1 modifier for every <i>2</i> hullpoints remaining. Otherwise opponents would only ever roll Crew Shaken for the first pen or two, not even Crew Stunned or Weapon Destroyed.  Keep in mind that when 7th edition hit, damage results all require rolls 1 higher than they previously did, with Explodes! only ever occurring when you had more + modifiers than - modifiers AND you roll high.<br /> <br /> Honestly, the rule about firing weapons at different units would not even be necessary if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> brought back Lumbering Behemoth, and applied the rule a little more often, like to all Heavy Tanks instead of <i>just</i> to Leman Russes.<br /> <br /> Just my 2 cents, an old <span class="glossaryitem" onmouseover='gp(69);'>IG</span> vet who does indeed cherish his tanks.]]></description>
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				<pubDate><![CDATA[Sun, 10 Jul 2016 15:02:22]]> GMT</pubDate>
				<author><![CDATA[ KommissarKiln]]></author>
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				<title>Vehicle buffs/rebalance</title>
				<description><![CDATA[ Yeah, the explodes was a bit much. Was the firstthing that popped into my head when all my leman russes get wrecked by gauss fire. I think the change to the hull point you suggest is also good. -1 for every even number of hull points remaining, but worded better.  <br /> <br /> It annoys me that fast is better than heavy  in all ways except the +1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> in ramming actions. Fast should be can fire two at full <span class="glossaryitem" onmouseover='gp(14);'>bs</span> at combat and cruising <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Yeah, the explodes was a bit much. Was the firstthing that popped into my head when all my leman russes get wrecked by gauss fire. I think the change to the hull point you suggest is also good. -1 for every even number of hull points remaining, but worded better.  <br /> <br /> It annoys me that fast is better than heavy  in all ways except the +1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> in ramming actions. Fast should be can fire two at full <span class="glossaryitem" onmouseover='gp(14);'>bs</span> at combat and cruising <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.]]></description>
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				<pubDate><![CDATA[Sun, 10 Jul 2016 17:49:12]]> GMT</pubDate>
				<author><![CDATA[ HANZERtank]]></author>
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