DSII - Yet another FMA enhancement to replace the chit draw

4 posts ยท Mar 16 1999 to Mar 28 1999

From: Andrew Martin <Al.Bri@x...>

Date: Tue, 16 Mar 1999 13:59:20 +1300

Subject: DSII - Yet another FMA enhancement to replace the chit draw

Anyone can use this!

After determining that the attacker has hit the defender: The attacker rolls
one die corresponding to the effectiveness of the weapon and another die
corresponding to the weapon size class (or chit draw for GMS). The defender
rolls one die corresponding to the armour quality and another die
corresponding to the armour level. If the both attacker's dice exceed the
defender's dice, the target vehicle is destroyed. If only one of the
attacker's dice exceed the defender's dice, the target vehicle is damaged or
rolls on the special hit table.

Armour Quality:    D8
Ablative Armour struck by HEL: D12 Reactive Armour struck by GMS, IAVR or
SLaM: D12

Weapon Effectiveness Quality 50% D4 75% D6 100% D8 DFFG at close range: Roll
D8 and double number on die. DFFG at long range: Roll D8 and halve number
(round up) on die.

Armour and Weapon Level
1    D4
2    D6
3    D8
4    D10
5    D12
6    D12+1
7    D12+2

Flank hit reduces armour level die by one die type (if at D4, subtract
1).
Optional: Rear hit reduces armour level die by two die types (subtract 2 if at
D4).

Example:
GMS/H hits size 3 vehicle with reactive Armour/3 in the flank.
Attacker rolls D12 (for 5 chits) and D6 for GMS.
Defender rolls D6 (reduced from D8 - flank hit) and D12 for reactive
armour.

HEL/1 hits size 7 vehicle with ablative armour front on:
Attacker rolls D4 for HEL and D4 for size 1 weapon.
Defender rolls D12 for ablative armour and D12+2 for armour level.
- As can be seen, the HEL/1 is unlikely to affect this large target, but
it
is possible for the HEL/1 to damage or even destroy this oversize
vehicle.

MDC/7 hits size 1 vehicle in rear at close range.
Attacker rolls D8 for MDC effectiveness and D12+2 for MDC size.
Defender rolls D8 for armour effectiveness and D4-2 for armour level in
rear.
- As can be seen, even a MDC/7 can fail to damage a level 1 armour.

Advantages of this system:
*    Only two dice to roll and only once.
*    Special hits are determined once or can default to damaged target.
*    Size 6 and 7 weapons and armour handled.
*    No worries about loosing chits!
*    Quick and simple.
*    Reactive and ablative armour are shown to have obvious benefits.
*    Easy to add heavier weapons.

I welcome opinions and comments!

From: djwj <djwj@e...>

Date: Tue, 16 Mar 1999 00:47:01 -0700

Subject: Re: DSII - Yet another FMA enhancement to replace the chit draw

Andrew, This looks good. A few clarifications please:

> If the both attacker's dice exceed the defender's dice

Would this be better put as "...the defender's highest die."?

> DFFG at long range: Roll D8 and halve number (round up) on die

How about a D4?

> Armour Quality: D8

> Weapon

RFAC/HVC at long ranges and certain artillery resolutions (Firing HEF at
armor or MAK at infantry) fall into the 25% efficiency category. How do you
propose to resolve them. A D2 perhaps? (1D4 /2 round up)

> MDC/7 hits size 1 vehicle in rear at close range.

The greater disparity is between level 1 armor and the DFFG,
DFFG/7 hits size 1 vehicle in the rear at close range:
Attacker rolls D8x2 and D12+2( minimums 2 and 3)
Defender rolls D8 for armor effectiveness and D4-2 for armor level
(Maximums 8 and 2)
--So even the DFFG can be defended against.

I'm not sure where this falls relative to the chit-draw system but it
definately looks good.

From: Andrew Martin <Al.Bri@x...>

Date: Wed, 17 Mar 1999 18:32:05 +1300

Subject: Re: DSII - Yet another FMA enhancement to replace the chit draw

> Daulton James Whitehead III <djwj@eazy.net> wrote:
Thank you!

> A few clarifications please:
No problems.
> If the both attacker's dice exceed the defender's dice
Ah... Yes. That's right. Looks like I forgot to write in the words!

> DFFG at long range: Roll D8 and halve number (round up) on die
    Yes. Easier to use. (Now I just have to find my D16... :-)

> Armour Quality: D8
I'm not sure either. This system occured to me when I was analysing the
failures of the previous system and realised that the DIFFERENCE between the
dice could closely match the INEFFECTIVENESS of weapons. Then it was simply a
matter of arranging the dice so it all fits and adding in dice for the level
of armour and size of weapon. I like it as no vehicle is truly safe from even
the lightest weapon and it should be quicker to use. It looks like Active
armour would be easy to add to this system. I should be able to test this
system on the weekend. I'll give my opinion on Monday evening.

From: Andrew Martin <Al.Bri@x...>

Date: Sun, 28 Mar 1999 21:33:53 +1200

Subject: Re: DSII - Yet another FMA enhancement to replace the chit draw

Some more enhancements:
> [Rolling damage dice]
If one of the defender's dice rolls higher than the highest of attacker's two
dice, the target element is damaged (roll a critical effect). If none of the
defender's dice rolls higher than the highest of the attacker's two dice, the
target element is destroyed.

Why? This gives results which are closer to the chit results.

25% effectiveness is D4-1.