[GZG] [AAR][SG2] Woods Ambush (Tom B)

1 posts ยท Apr 28 2008

From: Tom B <kaladorn@g...>

Date: Mon, 28 Apr 2008 14:57:30 -0400

Subject: [GZG] [AAR][SG2] Woods Ambush (Tom B)

I noticed I forgot to include my GMS/P rules inspired by Oerjan.

GMS/P: Treat as class 3 weapon for crew escaping damaged vehicles.
Does 3d12 on minor impact, 6d12 on major. Oerjan and I talked about
how an IAVR or GMS/P has to be able to take out a tank or it isn't
much use and modern ones do. Not much point in carrying 1d12 damage weapons
(2d12 on a good roll) vs. 3d12 to 5d12 armour.

FURTHER THOUGHTS:

I should probably go with fixed armour values for vehicles... random
armour is just waaaay to variable to feel real. Maybe 8-10 points per
level would feel about right. This would mean a glancing blow (minor
penetration result) of the same sized weapon vs. that same class of armour
would mean Xd12 vs X*8 or 10. Considering a dice average of 6.5, less than a
great chance of penetration, but still quite possible with a good roll. On a
solid hit, you'd be rolling 2Xd12 vs X*8 or X*10 and that means effectively
averaging twice as much (13.0) vs. 8 or 10 per level and giving pretty good
odds of penetration. It would also remove one more dice roll and speed up the
game a bit.

The other idea I've been toying with is giving vehicles a more sophisiticated
range of damage (slowed, crew injuries before vehicle kills, sights out, comms
out, weapon damage, etc). And of course, using my rules for PDS, ADFC, etc. to
help them out. And letting crewmen do different things (gunner shoots cannon,
driver drives,
commander spots - for instance).

T.