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		<title><![CDATA[Latest posts for the thread "Damaging Vehicles"]]></title>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ So there are loads of ideas floating around trying to "fix" vehicles.  Stuff from doubling <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> to giving vehicles armour saves.<br /> The main issues I would like to address are A) Glancing vehicles to death shouldn't be so easy & B) High <span class="glossaryitem" onmouseover='gp(123);'>Str</span>/Low rate of fire weapons should be relevant again<br /> I also want to do this in an way that does NOT require a massive errata that updates exist unit entries.  I want vehicle statlines to remain as-is<br /> <br /> So to start, Glances will no longer automatically cause <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> but rather roll on the chart -1.  Pens automatically cause a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> in addition to the effects of the chart below.<br /> Combined this with making AP1 add only +1 and be the only <span class="glossaryitem" onmouseover='gp(6);'>AP</span> to modify the roll,<br /> then change the chart to:<br /> <br />  1 - No other effect<br />  2-3 - Crew Shaken<br />  4 - Crew Stunned<br />  5 - Weapon Destroyed (also loses an <span class="glossaryitem" onmouseover='gp(661);'>HP</span>*)<br />  6 - Immobilized (also loses an <span class="glossaryitem" onmouseover='gp(661);'>HP</span>*)<br />  7 - Explodes<br /> <br /> *If a vehicle is already Immobile & suffers another Immobilized or has no weapons when it suffers a Weapon Destoyed, it simply suffers the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> associated with the result with no other effect.<br /> <br /> So now the only reliable way to kill a vehicle is by Penatrating it, or rolling a 6 from a Glance (5+ if AP1, 4+ if AP1 & Open-topped)<br /> This would kill 2 birds with 1 stone; Glances no longer auto-strip <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> & Single shot High <span class="glossaryitem" onmouseover='gp(123);'>Str</span> weapons can potentially cause 2 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> (1 for the initial Pen, 1 more if a Weapon Destroyed or Immobilized is rolled)<br /> <br /> Thoughts?<br /> -]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 15:20:04]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ How do haywire reliant and gauss using armies kill vehicles?]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 15:48:18]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51789d5078a1a73fa3a7d55531358b42.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/704768/8948959.page"><b>curran12 wrote:</b></a><br/>How do haywire reliant and gauss using armies kill vehicles?</div></blockquote><br /> Haywire is a <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, so you can make it ignore the -1 for glancing, or make it Pen on an 5+, or both.<br /> Guass is a bit more tricky (since I'd like this overall change to occur in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> only), but you could also make a note in the vehicle rules that Gauss also ignores the -1 for Glances.<br /> <br /> I played Necrons back before <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> existed and when you needed a Glancing 6 to kill vehicles and even then Necrons were considered THE anti-vehicle army. So I don't think it'll be an issue for them.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 15:53:01]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ I played back in fifth ed and I really did not like this system,  it just wasn't fun. There was no way to consistently bring down vehicles. It may be better in combination with penetrating hits removing hull point though.<br /> <br /> Why penalize ap1 or ap2 weapons?<br /> <br /> Also keep in mind how this would make <span class="glossaryitem" onmouseover='gp(117);'>SHVs</span> (read: knights) much stronger then they already are. I'm assuming that they ignore immobilized effect but still suffer <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s, that means that every glance only has a 1/3rd chance of doing any damage vs <span class="glossaryitem" onmouseover='gp(117);'>SHV</span>, which are rampant (at least where I play).<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the better way to change it would be mitigating the ability to force vehicles to snap fire, or transfer that ability to effect <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s/GMCs as well.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 17:37:16]]> GMT</pubDate>
				<author><![CDATA[ Vilehydra]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ Valid points. And yes, in my system, <span class="glossaryitem" onmouseover='gp(117);'>SHVs</span> would still ignore the affects of the chart, but would still take <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> from Pens, Immobile & Weapon Destroyed results.<br /> <br /> I am not trying to penalized AP2/AP1, just have it make sense.  2=1 & 1=2 messes with my OCD.  It is perfectly fine for AP6-2 to exist for the purpose of negating Amour saves. Since AP1 is redundant for negating armour saves, its bonus is for vehicles, hence it should be the only <span class="glossaryitem" onmouseover='gp(6);'>AP</span> to get +1 to the chart.<br /> I see the current game design as given AP2 weapons a bonus because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wanted to make 7 the explodes result and Lascannons, Bright Lances etc needed a chance to pop a vehicle in 1 shot.<br /> However, that is one of the complaints is that vehicles can be popped in 1 shot. By only allowing AP1 weapon to get Explodes results (or if the vehicle is open-topped), most vehicle will have to be "hulled out" and can only reliably be done so by weapons that can Pen.<br /> <br /> So to recap:<br /> - Penetrating hits automatically cause the loss of a <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, then roll on the chart<br /> - Glances only roll on the chart with -1 to the roll, only inflicting the loss of a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> if the result rolled includes that<br /> - 2 of the results of the chart also cause the loss of a <span class="glossaryitem" onmouseover='gp(661);'>HP</span> (so 2 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> are lost if the hit was Penetrating).<br /> - This means that Glances can only achieve the Explodes result if the weapon is AP1 & the vehicle is Open-topped<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 18:20:06]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ The bit that doesn't sit well with me is that it's now even easier to force vehicles to snap-shoot, since glances can shake/stun.<br /> <br /> What if Crew Shaken made vehicles fire at -1BS (to a minimum of BS1, so blast weapons can still fire), and only Crew Stunned forced snap shots? That would make Extra Armour worth taking more often, at any rate.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 18:29:16]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Re:Damaging Vehicles</title>
				<description><![CDATA[ I appreciate the restraints your putting on this. Admittedly, I'm all for adding saves to vehicles, but yeah, that does require a complete scrap and reset to get it right. Here's something more in line with what you're thinking;<br /> <br /> "Glancing hits roll on the vehicle damage table, but any result of "Explodes!" instead causes the player to roll two additional times, applying modifiers to the roll just as if the rolls were caused by the same weapon. These additional rolls may result in more Explodes results, requiring further rolls. If a vehicle becomes immobilzed and loses all of its weapons, it is destroyed. If a vehicle would suffer more than one Crew Stunned or Crew Shaken result in a turn, upgrade that result to a Weapon Destroyed result instead. If a vehicle would suffer a Weapon Destroyed result when it no longer has any weapons, upgrade that result to an Immobilized result instead."<br /> <br /> Otherwise, leave the system the same. So in this way, even a glancing hit from Fire Dragon against a close by open-topped vehicle can still hull it out, but you can only strip a vehicle bare. In this way, Gauss and Haywire still function.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 18:29:39]]> GMT</pubDate>
				<author><![CDATA[ Yarium]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ I kinda like where you are going by not allowing Glances to inflict Explodes results.  I might make it simpler by saying that Glances that result in "Explodes" results do not suffer the effects of "Explodes" but instead inflict the loss of D3 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>.<br /> <br /> I think since Immobilized & Weapon Destroyed results would now cause additional <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>, there is no need to say that and Immobile vehicle with no guns is destroyed. Just let it take more <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 18:40:29]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/367f3332b4b1d44b4394686da405db3b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/704768/8949254.page"><b>Galef wrote:</b></a><br/>I kinda like where you are going by not allowing Glances to inflict Explodes results.  I might make it simpler by saying that Glances that result in "Explodes" results do not suffer the effects of "Explodes" but instead inflict the loss of D3 <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>.<br /> <br /> I think since Immobilized & Weapon Destroyed results would now cause additional <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>, there is no need to say that and Immobile vehicle with no guns is destroyed. Just let it take more <span class="glossaryitem" onmouseover='gp(661);'>HPs</span>.<br /> <br /> -</div></blockquote><br /> I forgot that this was the case now. Yeah, so long as those results still cause <span class="glossaryitem" onmouseover='gp(661);'>HP</span> loss, it'll still work fine. Still testing is required - because man, some big stuff gets seriously seriously more powerful with an adjustment like this (looking at you Leman Russ tanks!).]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 19:03:21]]> GMT</pubDate>
				<author><![CDATA[ Yarium]]></author>
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				<title>Damaging Vehicles</title>
				<description><![CDATA[ One of the things I enjoyed before <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> were introduced was the fact that you could still effect vehicles (mostly be Shaken or Stunned results) even if you couldn't kill them.<br /> <br /> My goal here is 3-fold:<br /> 1) To reduce the "glance it to death" tactic of just stripping <span class="glossaryitem" onmouseover='gp(661);'>HPs</span><br /> 2) To make "anti-tank" weapons relevant again<br /> 3) Bring back vehicle "suppression" tactics<br /> <br /> Hopefully this will create a balance between the current <span class="glossaryitem" onmouseover='gp(661);'>HP</span> stripping tactics and older editions in which vehicles did not die unless they explode. A happy medium if you will.<br /> In the example of the Leman Russ, sure you may not be able to destroy it as quickly, but you can make it Snap-fire a lot more since even Glances roll on the chart.  Necrons and armies that rely on Haywire will become masters of vehicle suppression tactics.<br /> <br /> -]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2016 20:05:32]]> GMT</pubDate>
				<author><![CDATA[ Galef]]></author>
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