|
Post by madmorgan on Apr 16, 2016 9:47:02 GMT
Oh as an aside to cj - I did that article about using a 'briefcase' 2mm demo game with figures. The 'infantry' are little blobs of metal with a bit of a helmet type top, kinda like a squashed pawn in a regular chess set. I intend to use vivid colors for the helmets and also use small flags on the 'command' base of these units to make them more 'individual' specks of sand. Brits probably tan or red, USA in OD or forest green, etc. Units flags are easy with a cutback toothpick (round style) and a cutback post-it note page flags for the various units. Theres enough colors or even make my own flags to do most of the squads. The infantry in that line come in 'units' of 14 'models' - works pretty good.
|
|
|
Post by wisercj on Apr 16, 2016 23:52:35 GMT
Oh as an aside to cj - I did that article about using a 'briefcase' 2mm demo game with figures. The 'infantry' are little blobs of metal with a bit of a helmet type top, kinda like a squashed pawn in a regular chess set. I intend to use vivid colors for the helmets and also use small flags on the 'command' base of these units to make them more 'individual' specks of sand. Brits probably tan or red, USA in OD or forest green, etc. Units flags are easy with a cutback toothpick (round style) and a cutback post-it note page flags for the various units. Theres enough colors or even make my own flags to do most of the squads. The infantry in that line come in 'units' of 14 'models' - works pretty good. Brings to mind Doormat Napoleonic's from the 1970's. Hard to find nowadays, but you buy a rubber doormat with raised pegs in neat rows as pictured below. Spray paint it a base color for the uniforms: British Red, French Blue, Russian Green, etc. Dry brush the tops black for the shakos. Then cut them out in units of 4 x 5 for Infantry, 3 x 4 for Cavalry, 2 x 2 for Artillery, etc. Voila, instant army, already based. When you are done playing just throw them in a box, no careful storage required.
|
|
|
Post by terrance on Apr 17, 2016 2:06:49 GMT
Thanks madmorgan. I think we are basically on the same page. I understand the AoE template for field guns is 3 inches because it is barrage 1. My confusion was I thought you were saying the heavy field guns AoE template would also be 3 inches even though they are barrage 3. I like the new system.
By the way I checked and you are correct. The only barrage 2 weapons are Martian.
|
|
|
Post by madmorgan on Apr 17, 2016 8:53:55 GMT
Love the 'doormat Napys'. There was an old fellow at Historicon one year using a 18'x 12' table doing ancients out of some unique materials. All the troops were wonderfully inventive & the scale was small, so at first glance you thought there were huge painted armies. Closer up you realized he'd used some sort of wooden pegs for all the figures, even mounted were part very small stick fellows. Alas, the next year asking of him had him passed away.
|
|
|
Post by terrance on Apr 17, 2016 21:12:36 GMT
I wanted to try to determine the effect on the game of switching from the AQ rule book to the revised system for artillery suggested in this thread. It can get pretty messy pretty quick, but hopefully this calculation will help.
Assume 1 battery (3 guns) of heavy field guns firing; barrage 3; power +4. Under the standard rules this results in rolling 3 dice, a 4 inch template, with 5 (the excess barrage) added to power for +9 power total.
The target is an assault tripod; defense 6 and armor 11.
The probability of a total miss (all dice failing to roll 6+) is 12.5%. This means the probability of inflicting at least 1 hit is 87.5%. Because the power is 9 the probability of rolling 11 to penetrate the armor is 90% (2 or better). So any die that hits has a 90% chance of causing damage. If you include the hit roll (against the defense) the probability of getting at least one hit that causes damage is 79%.
Now consider the revised system. Same shooter and target only now the excess 5 barrage becomes dice, making 8 dice rolled. The probability of a total miss is now 0.4% and the probability of getting at least one hit is 99.6%. The power on the roll against armor is now +4 making the chance to penetrate the armor 30% (7 or better). Including the roll against defense the probability of getting at least one hit that causes damage is 29.8%.
So the amount of damage done by the firing seems to go down with the revised system, but that is only a baseline. With more dice being rolled there is more chance for multiple hits that penetrat. That adds to the roll on the tripod damage table. We can tell that with 8 dice being rolled we can expect 4 hits on the defense roll. So although I can't calculate it exactly (I know it can be calculated but I don't know how anymore) my expectation is the revised system will result in more tripods being heavily damaged (6 or more on the damage table) or exploding with the revised system.
|
|
|
Post by madmorgan on Apr 18, 2016 2:04:08 GMT
Bully! So the revised system actually makes the heavy guns a major player and the Martians have to work harder for the overruns. Looks good to me - and as a Martian player means I've got to be more aggresive knocking out artillery with better spacing for my machines. Better game for it.
|
|