Hi guys,
I was pondering on how to include KV integral armour from full thrust in
DS2, and I thought maybe this could be done by allowing KV tanks to go 1
above their size class in armour, but pay 2/3/4 times the cost. Any
ideas?
Personally, I don't think it's worth modelling in DS/SG. Human ground
based units have access to similar technology to KV ground units & there's
only so many ways to put armour on a vehicle and still make it mobile. If
anything, the best way to represent this is simply buy an extra level of
stealth for all your vehicles.
Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu
> -----Original Message-----
> Brian wrote:
Any ideas?
One interesting alternative is to alter the effectiveness of weapons systems
versus KV armour. For example the table on page 29 of the DSII rules, could be
manipulated to produce different valid damage chits.
This chart of weapon and armour effectiveness may be of some use:
System Effectiveness
------ -------------
HEL: 50%
HEL: 25% - Ablative Armour
RFAC & HVC
- Close: 75%
- Medium: 50%
- Long: 25%
HKP & MDC
- Close: 100%
- Medium: 75%
- Long: 50%
DFFG:
- Close: 200%
- Medium: 100%
- Long: 50%
IAVR, GMS & SLAM
- Normal: 75%
- Ablative: 75%
- Reactive: 50%
- Active: 25%
HEF
- Infantry: 75%
- Infantry: 50% - Dug-in or Urban
- Armour: 25%
- Armour: Ineff. - Dug-in or Urban
MAK
- Armour: 75%
- Armour: 50% - Dug-in or Urban
- Infantry: 25%
- Infantry: Ineff. - Dug-in or Urban
DPL (Dual Purpose Loads)
- all: 50%
- all: 25% - Dug-in or Urban
> Andrew wrote:
Thanks for the ideas, but i think some of the people i game with might
complain a bit if i mess with the rules too much. I'd much rather keep it
fairly simple. Incidentally, i probably wouldn't use the armour unless it was
dirt cheap anyway, as to keep with the KV spirit, i've got some VERY
expensive tanks.