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Post by slave2gaming on Jun 12, 2016 10:46:20 GMT
Hey guys, got a game coming up and am using a heavy field gun battery.
So my question is, referring to the Heavy Barrage rule on page 61 and using the barrage of the Heavy Field gun battery of 9 (Barrage 3 x 3 guns), doe this make this gun a 150" range barrage with a power of +9?
My thinking was that if the gun already had +4 power, and then has another +9 power addition from the heavy barrage, then it goes to +13!!! So you minus the 4 from that total of 13 for the template (which is now a 4" template) and the battery becomes a +9 attack.
Is that right? If so, why aren't I using more of these....
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Post by mikedski on Jun 12, 2016 21:00:26 GMT
Hey guys, got a game coming up and am using a heavy field gun battery. So my question is, referring to the Heavy Barrage rule on page 61 and using the barrage of the Heavy Field gun battery of 9 (Barrage 3 x 3 guns), doe this make this gun a 150" range barrage with a power of +9? My thinking was that if the gun already had +4 power, and then has another +9 power addition from the heavy barrage, then it goes to +13!!! So you minus the 4 from that total of 13 for the template (which is now a 4" template) and the battery becomes a +9 attack. Is that right? If so, why aren't I using more of these.... 1) Yes, +9 attack. I always believed this way of calculating the power of artillery becomes borderline ridiculous. A heavy arty battery, if it hits, is certainly able to get past most tripods armor. And a free pregame shot. All for 180 points. Just dig them in.
2) Yes, why would any one have steam tanks for 165 points or mobile arty for 220 points.
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Post by loyalist on Jun 12, 2016 21:50:10 GMT
That's why I have 2 units of Heavy Field Artillery! And yes, that rule is broken imo.
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Post by slave2gaming on Jun 12, 2016 22:09:40 GMT
Thanks, we'll give them a go
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Post by mikedski on Jun 13, 2016 0:33:39 GMT
That's why I have 2 units of Heavy Field Artillery! And yes, that rule is broken imo. Me, too. But with different house rules for artillery as expounded in the living rule book.
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Post by slave2gaming on Jun 13, 2016 8:36:00 GMT
Cool, so this means +9 to hit?Q
I wondered whether to have a house rule of more templates or even a deviation. Will try these living rulebook rules first.
thanks
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Post by mikedski on Jun 13, 2016 11:02:59 GMT
Cool, so this means +9 to hit?Q I wondered whether to have a house rule of more templates or even a deviation. Will try these living rulebook rules first. thanks The +9 is the power of the attack if you do hit based on rules as written.
I propose more guns firing a barrage improves the chance to hit but still use the same power rating.
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Post by Burt on Jun 14, 2016 2:01:21 GMT
Cool, so this means +9 to hit?Q I wondered whether to have a house rule of more templates or even a deviation. Will try these living rulebook rules first. thanks The +9 is the power of the attack if you do hit based on rules as written.
I propose more guns firing a barrage improves the chance to hit but still use the same power rating.
I don't have the rule book in front of me, but the way I remember this (if I remember correctly) is that +9 applies to the armor piercing die roll, not the hit. The Hit roll is done as normal, and if successful you get to add the +power value to a second die roll which you then compare against your target's armor rating. So...if you hit, you hit with more power. Successful armor penetration then results in a third die roll against the damage table. Another interpretation goes like this: Let's say the attacking unit is a full battery of three field guns. You roll 3 dice together to see if you hit the target (1 per gun). If ALL 3 hit, now you have a Heavy Barrage. Roll 1 die for armor penetration with the +9 power. Successful penetration = roll 1 die against damage chart with a +2 for battle damage (because all three guns hit). For me, this seems more intuitive than counting 3 hits with +9 each. Each individual gun shouldn't be empowered, only a combined hit!
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Post by madmorgan on Jun 14, 2016 14:07:12 GMT
I prefer the Living Rulebook changes and optionals - for a more balance game just add a number dice based on the 'overage'. So anything over 4" becomes an additional die chance to hit without increasing power of the hit. Not as much 'fun' as a +9 but still fairer. In your example it would be 9 additional dice rolled to hit with a +4 power on each successful hit.
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Post by hardlec on Jun 17, 2016 18:43:22 GMT
My interpretation is that you would have three attacks at +3, which is still pretty gruesome for those downrange. The thought of replacing an Assault Tripod with a pile of black confetti does have its appeal
Historically, since gunpowder came along, more battlefield casualties have been caused by artillery than by anything else, and in WWI by everything else combined. (Disease is not factored into this.)
I have little issue with the terrific power of artillery except that dominant artillery can make for a dull game. Being in a hidey-hole with a map, a set of really good binoculars and a radio; feeling the sky ripped open by the out-going and seeing (and directing) the incoming; even when the bad guys down range are abstract targets, is very far from dull. Directing 155s was the greatest rush I have ever felt, but I don't think it can be reproduced on a gaming table.
I would think any "rules change" would be to require all artillery batteries to fire separately. After all, it is not possible for a landship to fire all its weapons in one volley.
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Post by madmorgan on Jun 17, 2016 22:27:07 GMT
Yeah, I only worked with 81mm and 4.2" but felt the same with the mortars. That grid you light up is felling the pain and supporting your guys. Enuff said. See my next entry for a little balancing act for the Martians.
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Post by slave2gaming on Jun 20, 2016 20:06:54 GMT
So we had a play the other week (story is still coming...) and found that both types of attack seemed fairly similar, one made it pretty much an auto hit and one made it an auto wound (then rolls on the damage chart). I found myself wondering something different. What about using the barrage number of the weapon to give you the size of the template (barrage 3 = 3"), but give each weapon its own template. So a battery of 3 would have 3 x 3" templates. These templates must be connected as they fire as a barrage. You would still only make one roll to hit as they are firing as a battery, and they would still each have their own power rating and would better give the effect of a large salvo of artillery fire hitting. It would mean that artillery was still really useful, but not a complete game winner. It may sound too much like other systems, but it could also have a deviation if a to hit roll is missed. Just some thoughts, be gentle with me... I bruise easily!
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Post by terrance on Jun 20, 2016 20:29:39 GMT
Interesting idea. Do you think you would want to increase the power by 1 for this system? Otherwise seems like the downside might be that you could minimize the chance both to hit and do damage (in comparison to the other rules considered for artillery). And how do you handle a tripod under two templates?
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Post by slave2gaming on Jun 20, 2016 23:55:45 GMT
Interesting idea. Do you think you would want to increase the power by 1 for this system? Otherwise seems like the downside might be that you could minimize the chance both to hit and do damage (in comparison to the other rules considered for artillery). And how do you handle a tripod under two templates? Yep, I'm happy to put up the power & was erring on the side of caution by leaving it low, I actually thought with this option that all power should be put up by 1 for barrage weapons OR the artillery ammo type has its own rating, similar to the anti tripod armour being different to HE. Multiple templates on a target would be hit by each template, but would need multiple rolls to wound. so with no real military based knowledge, my thinking is that more artillery should give you more chance to hit (more explosions = damage over a broader area, hence the multiple templates), the roll needed to hit shouldn't change, so yep, your right this could minimise the chance to hit. The only way I see to make it easier to hit is to give +1 for each extra artillery piece in the barrage, so 3 artillery pieces would gain +2 (don't get one for the first), but is that making it too complicated. damage will still get the normal power bonus (heavy artillery gets +4 I think), so they are quite deadly already, and if multiple templates cover the figure it gets multiple hits, so that could be 2 or more hits with damage +4 each time.
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Post by madmorgan on Jun 22, 2016 11:53:33 GMT
Very interesting idea. Maybe a combination of the multiple template rule above with the bonus to number of hit dice rule for overlaps? So, a tripod caught in two overlapping templates would have two chances to be hit, each with a +1 for the overlap. Hmmm a triangulated tripod (with 3 overlaps) could be in a world of hurt with 3 attacks coming in at +2 to the normal +4 Power.
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