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Post by hardlec on Jul 11, 2017 22:39:33 GMT
The rules for the 12-inch gun on the Goliath read that 2D10 are rolled and if the total is over 10, the target is destroyed.
Question 1: This is for the sum of the two dice, right? As I see it there is about a 60% chance of blowing a tripod back to Mars this way.
Question 2: Does this count for Overseers?
There is no need to roll on the critical hit. If connects, it's all over.
I eagerly await the Goliath. Already there are a few landships out that have some really really big guns.
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Post by madmorgan on Jul 14, 2017 15:43:32 GMT
Awesome power and great damage, coupled with good range, makes the Goliath one of Patton's choice weapons for his units. See some of 'his' TO&E in my listings.
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Post by hardlec on Jul 14, 2017 16:36:30 GMT
Awesome power and great damage, coupled with good range, makes the Goliath one of Patton's choice weapons for his units. See some of 'his' TO&E in my listings. Will a 12 inch gun take out an Overseer with one shot?
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Post by madmorgan on Jul 15, 2017 17:18:31 GMT
I think not, as the Overseer requires 3 critical hits on it damage table to take out. I'd say the Goliath could score 1 at a time, so its going take 3 Goliaths all hitting at once or 3 fire phases for a single Goliath to do the job. Hmmm, wonder if you add an ammo carrier for a 2nd shot per phase...
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Post by gdieckhaus on Jul 16, 2017 4:00:30 GMT
Madmorgan... you hit on a tactic I was thinking about for the ammo carrier. Make sure it parks to a really big gun to allow that gun an extra shot.
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Post by madmorgan on Jul 16, 2017 9:01:48 GMT
Ok here's a rule question for everyone - can an ammo carrier 'support' an Ironclad for a 2nd shot on all its guns. I think not, due to the number of guns - but, perhaps you could rule that one type of gun on it could be supported with a 2nd shot. What you all think??
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Post by hardlec on Jul 16, 2017 12:44:48 GMT
I don't think an ammo carrier would work on a landship or a Goliath. How about: Reserve Ammunition: for 50 points a vehicle with a superheavy (12 inch) gun can purchase a reserve ammunition supply allowing 2 shots per fire phase. Note: check my math on the point value, 75 points might be better.
A hit from a superheavy weapon that does not destroy the target reduces the target's armor by -2.
(The secondary batteries can finish the job.)
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Post by gdieckhaus on Jul 17, 2017 3:09:21 GMT
The Rule states "If a tank or vehicle unit armed with any kind of cannon or artillery piece, for example a howitzer or tank gun, begins its combat phase within 6" of a munitions carrier, it can take 1 extra shot when it fires or – in the case of howitzers – adds 1 to its barrage value. Note this is +1 extra shot/barrage for the entire unit and not for each element in the unit; if the unit carries weapons of different caliber or type, the player can choose which gets the extra shot"
So IF you were to allow the it to support an Ironclad, it would only get a second shot with one of its guns.
But I dont think it works with the ironclad. The key is the statement "If a tank or vehicle unit" ... That would be Unit Type Tank or Unit Type Vehicle. Since the Ironclad is of type "Machine" it wouldnt work.
So probably the biggest gun you can get an extra shot with is the 7" gun from the Mark IV Monitor.
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Post by hardlec on Jul 17, 2017 14:54:23 GMT
Ammunition carriers are very useful. 30 points for an extra gun for each unit in range.
As so eloquently stated by gdieckhaus, the ammunition carrier is not useful for "Machines."
So I will edit my original idea:
Machines may include a reserve ammunition supply for 50 points. This will allow a second shot from one main battery gun at the same target.
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Post by madmorgan on Jul 20, 2017 20:30:02 GMT
i think it should be limited to the Goliath. The thought of that monster mortar on the British IC is a balance killer.
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Post by hardlec on Jul 21, 2017 16:48:49 GMT
i think it should be limited to the Goliath. The thought of that monster mortar on the British IC is a balance killer. There should be limits, indeed. Perhaps it would be reasonable to allow a limited number of "double shots" and to disqualify certain weapons. It also seems reasonable to incorporate an element of risk. For a 12-inch gun to have a double shot, ammunition and propellent would need to be kept in the turret and the potential for a catastrophic ammunition explosion exists. What say you?
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Post by boxholder on Jul 21, 2017 17:45:25 GMT
Spot on! Navies spent a lot of money and effort to design and build ammo supply systems to permit high rate of fire without keeping exposed ammunition in the turret. There should be some possibility of a catastrophic magazine explosion if double shot is permitted. The flash fire in the turret of the USS Iowa (April 1989) shows what can happen. And that was only a single propellant charge. The shell had been rammed into the breech and did not detonate. Forty-seven crewmen were killed, but the protective measures prevented the fire from propagating down to the magazine itself. Here is a photo of a British 12-inch gun turret. It is evident that there is not much space to spare, so more people would not help in working the guns. They might even be in the way and slow things down. To some extent, this calls into question whether more rounds could even be stowed in there. Don't forget that the complete "round" is the shell plus the propellant charge. That propellant charge is often as large as the shell being fired or larger. Admittedly, the photo below is a 16 incher, but other calibers will probably scale similarly.
And let us remember that the powder charge is in bags, not metal casings. Exposed in the turret, it is just looking for an excuse to ignite. Enlarging the turret is probably not a really good idea because its weight will go up rapidly with larger dimensions. They are sized for the weapons and crew needed and not much else. All that said, it IS a game after all. So some latitude can be tolerated. Real-life safety concerns are not fully relevant. FWIW: 12 inch shells would be a 3/4 size version of the 16 inchers. The weight would scale as the cube of the scale, so 0.75x0.75x0.75=0.42. The 12 inch shell would weigh about 1150 poinds and the propelling charge about 275 pounds.
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Post by madmorgan on Aug 4, 2017 10:07:40 GMT
After consideration of all of the above, I'm going with the strict rule - which means the Goliath and Ironclad, as well as any future "Machine" classes will not benefit from the ammo carrier rule. Thanks to all, was a great discussion.
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