Post by madmorgan on Jan 7, 2016 12:48:39 GMT
billf was a frequent contributor to the old forum and besides some awesome battles (with phgamer=primulas), he made up some fantastic new rules to work with. I'm reposting my notes on them here - billf if you're on this forum as a new identity speak up - these are your creations, I'm just putting them out for all to see.
bill felt that the MKIV should be a tougher tank and to this end created the following:
MKIV Rule: It takes 2 hits to kill a MKIV. 1st hit roll the table to see what is destroyed. 1-2 HMG{/Hotchkiss}* 3-4 Left sponsons 5-6 Front guns 7-8 Right sponsons 9 Main Gun 10 Tank Explodes - All units within 6" take 3 hits @+2 Power. *{my addition to table, see below}
2nd Hit, roll again with a 1-9 destroying the tank and a 10 giving an Explodes as above.
With regards the MKIV, I'm in favor of using the original stats for the Hotchkiss 1.65" guns, the added range makes sense on this vehicle and the lower rate of fire (RF2) balances the increased range. This thing is 3 times the calibre of a 50cal.! Should have something special.
Fires! bill felt that woods should not just be there after a heatray attack on their area. He also included various buildings and came up with the following rules. This has a Major impact on any game you play, but adds a degree of realism that feels right.
Fires: Heat Ray need a 2+ hits trees, buildings have a Def 2 (see the rules on page 70); a 5+ starts trees and wooden buildings on fire; a 7+ starts brick buildings on fire; wet and swampy woods need an 8+ to burn.
Roll to hit target, then roll to hit woods, then roll for catching fire.
1st turn burning = troops okay; 2nd turn burning = troops must roll morale check; 3rd turn burning and on = everybody (Human & Martian) must get out.
Each turn a tripod is in the burning woods, roll on the Tripod Damage Table with a 10 becoming a 9. For drones, just roll against their armor value.
As you can see from above, the battlefield becomes a different place once things start burning. The buildings become hard to hold with some burning and even Marvin has to take care not to get stuck in the wrong place.
bill felt that the MKIV should be a tougher tank and to this end created the following:
MKIV Rule: It takes 2 hits to kill a MKIV. 1st hit roll the table to see what is destroyed. 1-2 HMG{/Hotchkiss}* 3-4 Left sponsons 5-6 Front guns 7-8 Right sponsons 9 Main Gun 10 Tank Explodes - All units within 6" take 3 hits @+2 Power. *{my addition to table, see below}
2nd Hit, roll again with a 1-9 destroying the tank and a 10 giving an Explodes as above.
With regards the MKIV, I'm in favor of using the original stats for the Hotchkiss 1.65" guns, the added range makes sense on this vehicle and the lower rate of fire (RF2) balances the increased range. This thing is 3 times the calibre of a 50cal.! Should have something special.
Fires! bill felt that woods should not just be there after a heatray attack on their area. He also included various buildings and came up with the following rules. This has a Major impact on any game you play, but adds a degree of realism that feels right.
Fires: Heat Ray need a 2+ hits trees, buildings have a Def 2 (see the rules on page 70); a 5+ starts trees and wooden buildings on fire; a 7+ starts brick buildings on fire; wet and swampy woods need an 8+ to burn.
Roll to hit target, then roll to hit woods, then roll for catching fire.
1st turn burning = troops okay; 2nd turn burning = troops must roll morale check; 3rd turn burning and on = everybody (Human & Martian) must get out.
Each turn a tripod is in the burning woods, roll on the Tripod Damage Table with a 10 becoming a 9. For drones, just roll against their armor value.
As you can see from above, the battlefield becomes a different place once things start burning. The buildings become hard to hold with some burning and even Marvin has to take care not to get stuck in the wrong place.