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Post by phgamer on May 16, 2019 13:27:37 GMT
I have noted some commentary on that MG's were considered overpowered in this game. I then computed the odds, and I agree. If you compare a MG with +1 power firing 3 shots against a single +2 gun, the MG will penetrate an 11 armored Tripod half the time, but with 3 shots, this means it will score hits 150% of the time.
In practical terms, a single +2 shot will destroy an undamaged Tripod 2% of the time. A single MG with 3 +1 shots 3%. It makes me want to buy a lot of MG Squads, or at least up gun my tanks wit a pair of MG’s.
To this end we are going to institute a house rule called “Weak Weapons” Weak Weapons: Weapons with a power of +1 or less that hit and penetrate a Tripod, do not automatically go to the Tripod damage table. A single hit, will just cause 1 point of damage. 2 hits scores an unmodified roll on the Tripod damage table 3 hits scores a +1 modified roll on the Tripod damage table
Any thoughts?
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gunnyhighway
Scout Tripod
Just because your from Mars doesn't mean we can take warm showers in the wee hours of the morning...
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Post by gunnyhighway on May 16, 2019 13:56:13 GMT
We have instituted a similar idea which is as follows: Resolve hits the same except we roll a D6 for damage instead of a D10. So we are thinking along similar lines. I see where your going with this. The rapid fire weapon has created a weak spot and the more hits the better chance of damage. Will have to try yours out. This has been another weak spot in the rules, I think, and there has been numerous rules changes suggested over the years. Perhaps our new overlords of the IP will come up with a new solution? Respectfully, Gunny
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Post by scottwashburn on May 17, 2019 0:00:34 GMT
We've been treating machine guns and small arm per the rules, but they get a -2 on their roll on the damage chart with a result of 0 or -1 having no affect at all.
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Post by terrance on May 17, 2019 14:24:32 GMT
We've been treating machine guns and small arm per the rules, but they get a -2 on their roll on the damage chart with a result of 0 or -1 having no affect at all. That is what we have been doing as well. But the D6 roll on the damage table sounds interesting. Will have to try that.
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Post by phgamer on May 17, 2019 14:39:21 GMT
Rolling a D6 will always beget 1 hit, with a chance of a mobility hit.
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Post by phgamer on May 17, 2019 19:13:45 GMT
Scott, we should compare house rules. Beyond 6” Martian Tripods are not visible if deeper than 2” in or beyond Towering Ruins and Dense Woods, and any terrain type designated as a “Hill”.
Note: The above is does not count if the hidden units have fired their weapons this turn or last.
The clamp tank does not count as a unit for the purposes of human demoralization.
Fortified zones have a cost: 25 points for a zone large enough to hold a company of 3 elements 200x60mm. It deploys with two hidden movement marker units, only 1 can be real. 8 points for fox holes, 60x60 mm, and can hold 1 element. (MG, field guns). There can only be one hidden movement marker per 3 fox holes.
The Towering Ruins are passable to human vehicles, at half speed, but remain impassable to Martian Tripods. Humans in Towering Ruins have their defense against heat rays and shock canisters improved as follows: Infantry +5/+3, Artillery +4/+2, Vehicles +2/+2
Humans in Towering Ruins have their defense against green gas and black dust improved as follows (wind tunnel effects):
Infantry +2/+2, Artillery +2/+2, Vehicles +1/+1
When in assault combat, the defenders do not get a bonus for terrain advantages for the "to hit" roll, but do get the terrain armor advantage, if any.
Macadam roads give a movement bonus to tripods.
Dirt roads give a movement bonus to humans only.
The cost of a Land Ironclad is increased to 1,500 points.
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Post by madmorgan on May 18, 2019 22:11:04 GMT
Okay, I see where everyone is going with this. My first reaction is - just what the humans need, another handicap against a horrible foe. Once I calm down, I can see the value in all this. If we must change the rules, I prefer Scott's way as the best - always better to have one less roll to make in any given game for time sake. Multiple the number of d5/d6 rolls per HMG unit per game and you see that a simple -2 is effective for the need.
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Post by hardlec on May 30, 2019 22:18:42 GMT
Remember how multiple hits work:
A unit of 9 HMGs shoots and scores 5 hits. Against armor 11, there is a 50% chance of damage. With good luck, one damage roll is made. It is an "armor dink" and one point of structural damage is applied.
Against the same Tripod the human player scores two damaging hits because damage is now scored on a 9 and 10. Two damaging hits means add +1 to the result roll. So -2 +1 becomes a -1 overall. A 1 becomes a 0 or a miss, but a 10 becomes a 9 which is a kill.
The HMG is okay to crack the armor, and can eventually kill a tripod, but its high rate of fire makes it likely to do something. If you go "cheese ball" with all HMGs, remember that some Tripods have armor 12, AND Infantry are very squishy. So are tanks laden with HMGs. Heat Rays can cut you down before you get much done.
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Post by madmorgan on Jun 6, 2019 8:33:33 GMT
I agree with hardlec on this one. One thing, I use MG fro the squads in the rule book. HMG is reserved for the mighty 50 cal. And LMG is reserved for the smaller, slower rate-of-fire guns like the Lewis (LMG). It's interesting to see how despite our various gripes with the rules, they tend to stand up rather well. MGs are always 'in play', however you rate them.
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