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Post by madmorgan on Jun 22, 2016 12:11:45 GMT
This seems to be the appropriate place to introduce my New Artillery Idea - Some time ago we were discussing changes/additions to the artillery rules and based on that I've come up with the following stats. Note that I've not adjusted my Ships tables at all based on this as I wanted to put these out first for discussion.
Battery FA 3" guns: 3 Elements @80 points. Range 60" +3 Power Barrage 1 Special: Bombardment. Template 3" No Bonus Battery HFG 5" guns: 3 Elements @160 points. Range 150" +4 Power Barrage 3 Special: Bombardment. Template 4" - +5 dice to hit. Battery HFG 6" guns: 3 Elements @240 points. Range 180" +4 Power Barrage 3 Special: Bombardment. Template 4" - +5 dice to hit. Battery ATG 3.5" guns: 3 Elements @240 points. Range 60" +3/+4 Power Barrage 1 Special: Bombardment, +3HE/+4AT, may be bought as singles (80 points) Template 3" No Bonus Battery Holt MA ?5" guns?: 3 Elements @120 points. Range 120" +2 Power Barrage 1 Special: Bombardment. Template 3" No Bonus Battery MkIIMA 6" guns: 3 elements @300 points Range 180" +4 Power Barrage 3 Special: Bombardment, HMGs. Template 4" +5 dice to hit. Conqueror "Ford" MkIVA8 8" guns; 3 elements @360 points Range 240" +5 Power Barrage 3 Special: Bombardment. Template 4" +5 dice to hit. Rules changed to allow Bombardment to hit targets on the tabletop. Rules changed to allow Ambush by any guns up to 4" in size. 1 gun = 1 squad for ambush. I'd done these before S2G ideas on number of templates. This line of thinking would have an impact on my Ships thread for ranges, effects, etc. If anything, it would make artillery more powerful at the higher ends. I welcome comments on this please.
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Post by slave2gaming on Jun 26, 2016 14:41:19 GMT
Morgan, I like your thinking but I need to think it through without night shift brain making everything hazy.
I look again in the next few days & try to give a semi normal response
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Post by seydlitz on Jul 1, 2016 0:01:37 GMT
Guys, after reading through these posts it looks like everyone has a different idea/interpretation of the barrage weapons rules (pp.60-61 of the rule book). Let me clarify: 1. Firing is done by unit. 2. Read the rule...in step 4 you get one roll to hit for each target under the template....not one roll to hit for each gun in the firing battery. 3.Look at the second paragraph under barrage weapons on page 60. If a weapon has the barrage special rule then the entire unit must fire as barrage. No direct fire over open sights where each gun gets a shot. The exception to this is the anti-tripod gun which has a special "either/or rule that lets it barrage or direct fire. Of course those are units of 1 gun anyway. 4.The value of the multiple gun battery is reflected in the power roll, not the roll to hit. So a battery of three heavy field guns with Barrage 3 and power +4 would be as follows.....3x3=9 but template is limited to 4 so you wind up with a barrage 4 template and a +5 bonus to the damage roll that adds to the base power of +4....yes that adds up to +9 power assuming you hit. This gives you an excellent chance of getting a penetrating hit, but if you do, it is still just one roll on the crit chart. 5. Keep in mind that you still only get one "to hit" roll for each target under the template. This roll is at the target's base DEF plus cover from terrain the target is in (but not intervening).
So this means that against a tripod in the open, a heavy field gun battery still only gets 1 roll to hit needing a 6 or higher (tripod DEF is 6). 3 guns in battery=1 roll needing 6+ 2 guns in battery=1 roll needing 6+ 1 gun in battery=1 roll needing 6+
If you actually hit, (50% chance if you do the math), then you get to roll to penetrate the armor. This is where the power bonus from multiple guns barraging really comes into play. Back to our 3 gun heavy artillery battery, you have a base modifier of +4 Power plus and extra +5 power from the barrage template carryover. An assault tripod has armor=11, so you get 1 roll with a net +9 modifier to equal or exceed the 11 armor. That means you would get a crit on any roll but a 1.
However, even if you do score a penetrating hit, the roll is still a straight line 1D10 roll on the chart with no modifiers so you still only have a 20% chance of destroying the tripod.
So yes, artillery is powerful and can score penetrating hits, but essentially their damage is limited since they have a lot riding on the single roll to hit for the battery plus even if they penetrate, the crit roll can't be modified.
Now, if you have a unit of 3 MKIII tanks, that is 9 rolls to hit the target. So you will get 4 or 5 hits. Each hit must roll to penetrate with a +2 power, so much reduced chances for each hit to penetrate, but if you do get multiple penetrations, the single die roll that you get on the crit chart gets that +1 for each additional hit after the first, making it more likely that you will kill the tripod. So, artillery is important but it is not the best tool in the toolbox in isolation. It is fantastic as part of a combined arms team.
The rules as written actually work pretty well when they are played correctly. Therein lies the root of many of the issues with the game. So many people learned the game by word of mouth and not by continued reference to the rulebooks (I think Advanced Squad Leader or Flames of War) and as a result have not learned some things correctly. This is greatly compounded by the fact that the rules are not exactly super cohesive and sometimes things are scattered in places you wouldn't think to look for them unless you knew they were there.
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Post by slave2gaming on Jul 2, 2016 12:30:21 GMT
Yep seydlitz, thanks for that, that's all true and we discussed that earlier on in the post. Personally, I don't think that any of the interpretations of the rule was wrong, it was sorted out for me fairly early in the topic, the topic then evolved into a discussion about how & if it needed to be changed. We actually tried the rulebook rules in our last game and basically the current rulebook rules mean an auto wound on a tripod, that's all, not as great as I thought (seydlitz, yep, still need to do a roll on the damage chart). We also tried the proposed living rulebook change to barrage and found it to be simply an auto hit with a normal armour save, either way works ok and helps to keep the rules simple (which I think was the idea behind the original rules). Now I'm not trying to upset all the people who worked on the current rulebook rules or the proposed rules, we just found that maybe it needed something more than just an "auto hit" or "auto wound" so thats why I proposed the earlier post about multiple templates. However as the rules go, I'm cool with whatever happens! Stay the same, change, I don't mind. I guess it's all in the hand of the new owners. seydlitz, hope none of that sounded rude or condescending. cheers
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Post by seydlitz on Jul 2, 2016 13:49:36 GMT
Not at all Drew, I share the same opinion as you. I made the walk through post mainly because different people will misinterpret different parts of the rules on this, and when that affects their enjoyment of the game as well as their opinion regarding the integrity of the game. My hopes are that by laying out stuff in my post it will help people understand any errors that they had so they can start to do things correctly. One realization that I have come to grips on is that the current rules as written are the current and near future state. They aren't that bad, but need the TLC and support via Q&A and FAQs to pull together the cohesive understanding. The currently printed rulebooks are the common denominator that binds current and potential future players together including many who will never post on the forum or go to a gaming convention. We need to make sure the current rules as written are understood well by as many people as possible if we are going to keep players and draw new ones. Nothing turns off new players and existing players like having the rules change every time they go somewhere different to play. It is just frustrating. Even more so when you have a gaming circle and that entire circle has learned an incorrect understanding.
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Post by tenchuu on Jul 3, 2016 3:07:07 GMT
While on the topic of heavy guns, since I finally assembled my anti-tripod gun I took the time to actually read the rules for it. Why is it so terrible? I mean, comparatively to the heavy field gun, it has a fifth of the range, which just makes no sense to me at all, and it is approximately the same power with slightly higher armor. So you have to deploy it up front, it's not that survivable. and it isn't stronger than the heavy field gun battery. I get that it's half the price, but it just doesn't seem to fit at all. I'd think the range would be at least similar, and it would be +5 or something. Maybe I'm missing the point, but it just doesn't seem to represent the model at all.
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Post by mikedski on Jul 3, 2016 11:26:20 GMT
Guys, after reading through these posts it looks like everyone has a different idea/interpretation of the barrage weapons rules (pp.60-61 of the rule book). Let me clarify: 1. Firing is done by unit. 2. Read the rule...in step 4 you get one roll to hit for each target under the template....not one roll to hit for each gun in the firing battery. 3.Look at the second paragraph under barrage weapons on page 60. If a weapon has the barrage special rule then the entire unit must fire as barrage. No direct fire over open sights where each gun gets a shot. The exception to this is the anti-tripod gun which has a special "either/or rule that lets it barrage or direct fire. Of course those are units of 1 gun anyway. 4.The value of the multiple gun battery is reflected in the power roll, not the roll to hit. So a battery of three heavy field guns with Barrage 3 and power +4 would be as follows.....3x3=9 but template is limited to 4 so you wind up with a barrage 4 template and a +5 bonus to the damage roll that adds to the base power of +4....yes that adds up to +9 power assuming you hit. This gives you an excellent chance of getting a penetrating hit, but if you do, it is still just one roll on the crit chart. 5. Keep in mind that you still only get one "to hit" roll for each target under the template. This roll is at the target's base DEF plus cover from terrain the target is in (but not intervening). So this means that against a tripod in the open, a heavy field gun battery still only gets 1 roll to hit needing a 6 or higher (tripod DEF is 6). 3 guns in battery=1 roll needing 6+ 2 guns in battery=1 roll needing 6+ 1 gun in battery=1 roll needing 6+ If you actually hit, (50% chance if you do the math), then you get to roll to penetrate the armor. This is where the power bonus from multiple guns barraging really comes into play. Back to our 3 gun heavy artillery battery, you have a base modifier of +4 Power plus and extra +5 power from the barrage template carryover. An assault tripod has armor=11, so you get 1 roll with a net +9 modifier to equal or exceed the 11 armor. That means you would get a crit on any roll but a 1. However, even if you do score a penetrating hit, the roll is still a straight line 1D10 roll on the chart with no modifiers so you still only have a 20% chance of destroying the tripod. So yes, artillery is powerful and can score penetrating hits, but essentially their damage is limited since they have a lot riding on the single roll to hit for the battery plus even if they penetrate, the crit roll can't be modified. Now, if you have a unit of 3 MKIII tanks, that is 9 rolls to hit the target. So you will get 4 or 5 hits. Each hit must roll to penetrate with a +2 power, so much reduced chances for each hit to penetrate, but if you do get multiple penetrations, the single die roll that you get on the crit chart gets that +1 for each additional hit after the first, making it more likely that you will kill the tripod. So, artillery is important but it is not the best tool in the toolbox in isolation. It is fantastic as part of a combined arms team. The rules as written actually work pretty well when they are played correctly. Therein lies the root of many of the issues with the game. So many people learned the game by word of mouth and not by continued reference to the rulebooks (I think Advanced Squad Leader or Flames of War) and as a result have not learned some things correctly. This is greatly compounded by the fact that the rules are not exactly super cohesive and sometimes things are scattered in places you wouldn't think to look for them unless you knew they were there. I understand your thoughts here on the rules as written for heavy artillery. But with the rules as written light artillery and the mobile howitzers do not get any advantage for more than one gun firing. These guns only have a one inch barrage rating so three guns firing still have the same hit chance and the same fire power rating with a mini 3 inch template. I
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Post by mikedski on Jul 3, 2016 11:40:50 GMT
Continuation. My thoughts on this are corrupted by playing flames war and I find the artillery rules odd. I suppose I'd prefer a better hit chance than a better power rating. I wish Ernie or some of the original play testers were available to explain the design concepts of the rules.
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Post by seydlitz on Jul 3, 2016 17:50:19 GMT
Continuation. My thoughts on this are corrupted by playing flames war and I find the artillery rules odd. I suppose I'd prefer a better hit chance than a better power rating. I wish Ernie or some of the original play testers were available to explain the design concepts of the rules. I also prefer the way the artillery works in FOW. The AQMF rules seem odd for the reasons you state...small template and for me round template. To be honest, they could have just dispensed with the current template as it normally means you will get one or maybe a second (if bases are touching) unit under the template regardless of what is shooting. My gut tells me that the round template design goes back to Ernie's roots at Games Workshop, which used a similar sized template for a few things. It might be as simple as that.
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Post by seydlitz on Jul 3, 2016 18:00:32 GMT
While on the topic of heavy guns, since I finally assembled my anti-tripod gun I took the time to actually read the rules for it. Why is it so terrible? I mean, comparatively to the heavy field gun, it has a fifth of the range, which just makes no sense to me at all, and it is approximately the same power with slightly higher armor. So you have to deploy it up front, it's not that survivable. and it isn't stronger than the heavy field gun battery. I get that it's half the price, but it just doesn't seem to fit at all. I'd think the range would be at least similar, and it would be +5 or something. Maybe I'm missing the point, but it just doesn't seem to represent the model at all. There are a couple of things that make the AT-Gun valuable... 1. It can actually direct fire as opposed to barrage fire only, so it actually will get the same number of shots as a heavy field gun, mobile artillery, or field gun battery shooting at the same target. 2.Single element unit so you can pack them in closely and the Martian has to kill each one. 3.It has enough range to deal with tripods doing the "martian shuffle" just outside the range of infantry and machine guns. It really is designed to directly support infantry units. 4. Pair it with a munitions tender and it will be able to shoot twice each turn. In practice this unit is one of the better tripod killers and aside from killing the heavy artillery batteries it is one of the priority targets for the Martians to go after.
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Post by tenchuu on Jul 3, 2016 18:01:22 GMT
Thanks, very helpful!
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Post by madmorgan on Jul 17, 2016 14:15:07 GMT
All this discussion is excellent! Having just come from 3 different battles, using the original AD rules for barrage & AT guns, I have to say that the rules as written are really good. At the last Historicon 2015 convention Ernie had us roll 3 dice for the heavy guns as well a an additional die for the ammo carrier! That is where I started to go 'wrong'. Whether it was on purpose or just a mistake, a heck of a lot of new and old AQ gamers learned that as 'the way'. I hereby withdraw the additional dice idea and go with the original rules as far as artillery goes. I still will use the New Artillery Rules, amended as below - it has two advantages; one allowing 4" or smaller in Ambushes (AT Gun for example) and the other having the larger 8" howitzer from Conqueror (my Ford Motor Co.) available. Below find the rewrite of those rules.
This seems to be the appropriate place to introduce my New Artillery Idea - Some time ago we were discussing changes/additions to the artillery rules and based on that I've come up with the following stats. Note that I've not adjusted my Ships tables at all based on this as I wanted to put these out first for discussion. THIS IS THE RETURN TO THE ORIGINAL BOMBARDMENT RULES VERSION :
Battery FA 3" guns: 3 Elements @80 points. Range 60" +3 Power Barrage 1 Special: Bombardment; may Ambush. Battery HFG 5" guns: 3 Elements @160 points. Range 150" +4 Power Barrage 3 Special: Bombardment. Battery HFG 6" guns: 3 Elements @240 points. Range 180" +4 Power Barrage 3 Special: Bombardment. Battery ATG 3.5" guns: 1 Element @80 points. Range 30" +3/+4 Power Barrage 1 Special: Bombardment, +3HE/+4AT, may Ambush. Battery Holt MA ?5" guns?: 3 Elements @120 points. Range 120" +2 Power Barrage 1 Special: Bombardment. [no indication in rules as to size, my guess] Battery MkIIMA 6" guns: 3 elements @300 points Range 180" +4 Power Barrage 3 Special: Bombardment, HMGs. Template 4" +5 dice to hit. Conqueror "Ford" MkIVA8 8" guns; 3 elements @360 points Range 240" +5 Power Barrage 3 Special: Bombardment. [my stats for 8"] Rules changed to allow Bombardment to hit targets on the tabletop. Rules changed to allow Ambush by any guns up to 4" in size. 1 gun = 1 squad for ambush. I'd done these before S2G ideas on number of templates. This line of thinking would have an impact on my Ships thread for ranges, effects, etc. If anything, it would make artillery more powerful at the higher ends. I welcome comments on this please.
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Post by tenchuu on Jul 17, 2016 14:30:28 GMT
Given those ranges, what's the Martian response? Sorry if you've covered this in your other thread.
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Post by madmorgan on Jul 17, 2016 14:37:22 GMT
I when ahead and put the work up on a separate thread. The response is to quickly close with Scouts to paint those guns for Grenadiers to take out. Believe me after having a number of batteries chewed up, even on a 'narrow' edge, longer table, the Scout/Grenadier combo worked well, even when the guns were entrenched. For the Ambush situation, its vital for the Martians to drone sweep all ambush potential sites as always. The trap going off will reveal or just having a Scout shield other tripods can work. Just having a drone unit sitting in the ambush terrain can muck up the shooting.
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Post by hardlec on Jul 23, 2016 14:35:17 GMT
You may wish to incorporate either minimum ranges (get under the guns) or a range at which the guns are direct fire weapons. The French 75mm and the various varieties from other nations were designed to keep their ability to fire at point targets. Some of the bigger guns might well be limited availability.
I need to read the rules again, but I am still a bit fuzzy.
I am in total agreement that in the scale of AQMF it is inappropriate to combine batteries to make a grand battery which is kinda cheesey.
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