Help support TMP


"Vehicle Specs and rules where do we stop?" Topic


12 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the Modern Naval Discussion (1946 to 2013) Message Board

Back to the Cold War (1946-1989) Message Board


Areas of Interest

Modern

Featured Hobby News Article


Featured Link


Featured Ruleset

Tractics


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

1:300 Scale US Modern Tanks & Mortar Carriers

Twenty-five years? It seems like just yesterday to

Personal logo Editor in Chief Bill The Editor of TMP Fezian...


Featured Book Review


Featured Movie Review


869 hits since 12 Sep 2016
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Zardoz

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
UshCha12 Sep 2016 2:47 a.m. PST

I have been Proof reading our latest 1980 European lists. This is one part of the system we are still improving.

The interesting thing is how much do we differentiate the impacts of an auto loader. They tend to make a tank more vulnerable and damage have diffrent effects. However having more plausible tank damage makes the game more complex but does add to the relationship with the real world.

My opinion is that we add these things as optional rules for the dedicated. For the average Maneouver Group player the decision range is already interesting enough.
You opinions would be appreciated.

pzivh43 Supporting Member of TMP12 Sep 2016 3:18 a.m. PST

I'm in the school that a hit on a vehicle either makes it combat ineffective or not, wither through damage to systems or crew morale. Maybe can stretch to differentiate between main gun and secondary gun damage. Other than that, it's just fiddly details that add complexity and take up game time.

David Manley12 Sep 2016 4:19 a.m. PST

I came to appreciate the benefits of automatic loading when I was taking part in manual Sea Wolf loading drills on the bow of HMS Hermione back in 1990 and we were taking green seas over the front end (and the crew) on a regular basis!

Personal logo Extra Crispy Sponsoring Member of TMP12 Sep 2016 4:44 a.m. PST

Ben King's fast play naval rules had a nice system. Each ship had 4 rows of damage boxes. When you got to the end of each row, you lost a little speed and some firepower.

The logic was that the accumulated damage might have done a lot of things – power, hydraulics, crew, eleveators – that led to the loss.

This simple mechanic eliminated the need for a "hit location" process.

Unless I can do something about it having to track individual ship systems is just an accounting chore. So yes, make it optional.

Weasel12 Sep 2016 4:55 a.m. PST

Depends on who I am playing.

If I am a tank commander, then I'll want to know exactly what is wrong and whether it can be fixed.

If I am a company commander, then I'll probably just need to know whether tank 3 is operational or not.

John Armatys12 Sep 2016 5:20 a.m. PST

Weasel has it – it depends on the level of the game.

Dynaman878912 Sep 2016 6:48 a.m. PST

Only game I remember really going into that kind of detail was the Twilight 2000 RPG, and even they dropped it in the second edition of the game.

Personal logo Dye4minis Supporting Member of TMP12 Sep 2016 9:10 a.m. PST

Don't even mention Tractics……

To keep the game playing (assuming there will be many models on the table), stick to answering the question- Is the vehicle still in the fight? (as mentioned earlier). The "gee-whiz" info of what made it inactive is only relative at the lowest levels when there may be only 1-2 on the table per side. Have to ask the question, "Does the reason it is no longer effective really matter in a game setting?"

Weasel12 Sep 2016 10:38 a.m. PST

I always wondered why noone made a tank game with Battletech style damage charts and tracks.. then I remembered trying to play Battletech with more than 4 guys on each side.

BrianW12 Sep 2016 10:54 a.m. PST

Weasel,
FASA certainly tried. It was the Centurion game in their Renegade Legion universe. Great idea, but not really a great game.
BWW

Lion in the Stars12 Sep 2016 12:22 p.m. PST

Centurion is a pretty good game, though having all the different damage templates to chew through armor is annoying. You could still do a mixed company (tank platoon and 2 APC platoons) per side in a reasonable time. Excellent Air/Arty/Infantry/Armor integration.

In a naval game, critical hits are important. Rudder/control, engines, magazine, and turrets (assuming WW2). Not to mention fire or flooding, which will quickly distract the crew from fighting the enemy outside the ship in favor of fighting the enemy inside the ship.

But since Ushcha is asking, I think he's talking about ground combat and just accidentally dropped this thread into Modern Naval.

The most detail I like for lots of tanks on the table is fine/immobilized/very obviously dead. Immobilized is more of a "got stuck on terrain" issue than a combat damage result. Yes, you might have a tank immobilized as a result of combat damage, but the enemy will keep shooting at that tank until it's burning.

boy wundyr x13 Sep 2016 8:44 a.m. PST

@Weasel – Car Wars had an official tanks variant that appeared in Dragon magazine. I think it made it in as part of the Deluxe version of the game too, if you really want to try that!

Eumerin13 Sep 2016 11:50 p.m. PST

Avalon Hill's Tobruk covered the "what exactly did that last hit damage" question. It also had hit charts for each of the armored vehicles in the game that covered the damage done based on the direction of the hit, a roll of the dice, and the size of the incoming round.

Sorry - only verified members can post on the forums.