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Making the game more complicated

Started by wartang, February 26, 2013, 06:25:45 PM

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wartang

 I decide to get rid of the whole glance and penetrative hit mechanic and replace it with a threshold chart.  This to works by taking the armor value and turning it into a threshold, next any time you fire at a vehicle roll for damage (example: a STR 6 + 1 d6 ) then compare this number(example: lets say 8 ) to the armor value (example:10). if you are three or lower nothing. If you are with in two roll on the following table and subtract 2 from your roll. If you are one lower then subtract 1. If you are dead on do not add or subtract an any thing. For every number higher pass the threshold add 1 (example: VA 10 VS 11 you add 1,  VA 10 VS 12 add 2 and so forth). All damage is cumulative.

  • System damage
  • Motive damage
  • Crew damage
  • Armor damage
  • Turret damage
  • System kill
  • Motive kill
  • Turret kill
  • Weapon kill
  • Vehicle kill
  • Explodes
System damage may not use a wargear or upgrades till the owners following turn.
Motive damage loose 1/2 movement
Crew damage May not move or shoot if able to if unable  to the unit can do nothing  till the owners following turn.
Armor damage loose 1d6 armor value to that side
Turret damage may only turn 90 degrees. If rolled again treat a turret kill
System kill  may not use a wargear or upgrades
Motive kill may not move
Weapon kill main weapon destroyed if rolled again roll for a random weapon
Vehicle kill vehicle intact crew dead
Explodes the vehicle explodes 1d6 + 1 for every number above 12

Narric

You're wording is a little tricky to follow. I'll try and re-write it in my words.

So we're using a vehicles armour value of 10 for the example. once we scored a hit, roll 1D6, and add the weapons Str value. Compare the total to the vehicles armour (10). If the total is less than the Vehicles armour, we reduce the damage score by the difference. If the total is equal, nothing happens, if the total is greater, we add damage equal to the difference.

Lets try and neaten the rest a bit













Damage total|Effect
1|System Damage
May not use a single Weapon or Support system, that is not the vehicles' turret, chosen by opponent
2|Motive Damage
The vehicle may only move half its maximum distance, until the start on the controlling players' next turn
3|Crew Injury
The vehicle may not move or shoot, until the start on the controlling players' next turn
4|Armour Damage
The armour facing that withstood the damage, is reduced by D3 for the rest of the game.
5|Turret Damage
The Vehicles' Turret (if it has one) may only rotate 90o per turn for the rest of the game.
6|System Destroyed
A single Weapon or Support system, that is not the vehicles' turret, chosen by opponent is destroyed, and cannot be used again this game.
7|Engine Damaged
The vehicle is now classed as Immobilised for the rest of the game
8|Turret Destroyed
The vehicles' Turret weapon(s) are destroyed, and cannot be used for the rest of the game.
9|Weapon Destroyed
A single Weapon or Support system, chosen by opponent is destroyed, and cannot be used for the rest of the game.
10|Vehicle  Abandoned
Follow the rules for Wrecked vehicles, as describe in the Warhammer 40k Rulebook
11|Vehicle Explosion
The vehicle explodes 1D6" + 1" for each additional point over 12 for the Damage total

Is that right Wartang?

I changed Armour Damage to D3, becuase D6 is a little excessive. Also, you're treading in the territory of Necron Guass Weaponry with that damage result.

Waaaghpower

This seems a little... Imbalanced. With the Land Raider, for example, a S10 gun could only get up to a turret destroyed result. Even an Ork Trukk (with 10 armor everywhere) has only a 1/6 chance of being destroyed by a S10 shot.
Are you still adding modifiers for AP and open topped and stuff? (AP 2 adds 1 to the chart, AP 1 adds 2 to the chart, Open Topped adds 2 to the chart) or is that going to be changed? Because even with that, you are heavily nerfing the strength of most guns against vehicles.
Lascannons currently have a 1/9 chance of destroying a Land Raider if they score a hit. With these new rules, they... can't at all without reducing armor first. And, you can't weaken a vehicle with massed gunfire either because without hull points weak weapons can't score rare glancing hits and eventually take it down.

Needs work, is what I'm saying.
Super Mario 3D World is The. Best. Thing.

wartang

#3
Yes Narric that sounds about right.
And Waaaghpower yes you would be be adding those modifiers as well

and any melta or weapon that rolls 2d6 could do a 20 8+12 (2D6)

Waaaghpower

But you still need really good dice to penetrate high armor. Assuming you got the best possible dice (A one in 216 chance) with a melta gun against AV14, you'd get an explosion +3. But on average, you'd be getting about 6-7 on the chart. The most powerful gun against vehicles in the game, and all you typically get is a weapon destroyed or immobilization. A Krak missile can only cause up to a single weapon's worth of damage. Heck, a Krak missile can't even kill AV11 and only can kill AV10 with double sixes. . And without hull points, it never can either.

The point is, this makes vehicles FAR harder to kill. At the very least, you should reduce every vehicle's armor by 2 if you use this system. Except that doesn't work either, because then strength two weapons can potentially destroy a gun or a system. So maybe you add two to the result after you score the penetrating hit? That way a Krak missile would be able to kill up to AV12... but you'd still need double sixes.
Super Mario 3D World is The. Best. Thing.