|
Post by hardlec on Dec 29, 2018 7:38:11 GMT
A thought about a simple way to keep some weapons balanced in the game:
Frangible ammunition. Roll to hit as normal. Roll for damage. If the hit does damage it may only cause "Structural Damage" i.e. an armor dink.
Machine guns and rockets would be my candidates for Frangible ammunition.
Another option would be "Armor Piercing." Some weapons are more likely to cause more critical damage when they do hit. Stovepipes and certain rockets designed for direct fire for example.
Take a MKIV tank and replace all the 4 inch guns with HMGs. 8 HMGs are carried, 6 are available in the front arc. That's 18 dice. 9 should hit and 2 hits should cause damage. That a +1 to the roll on the damage table and a 30% chance to destroy the tripod. My suggestion calls for 2 points of armor reduction. The Tripod can be destroyed, but big guns will be better at delivering the coup de gras.
|
|
|
Post by madmorgan on Dec 29, 2018 12:34:21 GMT
Very interesting. Frangible ammo would be more effective against Lobototons and perhaps drones. More play test needed on this ammo type please.
|
|
|
Post by hardlec on Dec 29, 2018 13:39:02 GMT
Once a Tripod's armor is cracked it becomes much more vulnerable. Long range artillery and HMGs actually do a bit more damage, doing multiple hits instead of hit +1 per additional hit on the salvo. Lucky rolls at the start of the game don't kill Tripods. The game has been interesting. All HMGs and template weapons are Frangible. So far we have not used MRLS.
|
|
|
Post by scottwashburn on Dec 29, 2018 22:35:46 GMT
I've already suggested that machine guns and rifles get a -2 on the roll on the damage chart. A 0 or less does no damage at all.
|
|
|
Post by hardlec on Dec 29, 2018 22:46:03 GMT
The -2 idea worked, but in the heat of combat it was forgotten. "Frangible" saves steps and gets used more often.
|
|
|
Post by madmorgan on Dec 31, 2018 10:59:49 GMT
Big lettered magic marker 3x5 or 4x6 card with the -2 reminder might help remember in heat of combat
|
|