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"A thought on FUBAR armor combat" Topic


FUBAR

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Tgunner08 Dec 2012 11:56 a.m. PST

A couple of weeks ago I played a game with a lot of AFVs. It was a fun game but the vehicle damage rules felt lacking. It didn't feel quite right to whittle down vehicles. I know, from being a former tanker, that tank actions are very decisive. Your shell can bounce off the enemy's armor, hit and do some damage, or finally hit and hard kill the enemy. The current rule do reflect this but the armor aspect rules really stiffle this. Almost to the point that head on hard kills are nearly impossible the achieve! Even when you have a lightly armored pc taking a round from a heavy cannon and shrugging it off with just a stun. Yes that can happen but that's not the likely result.

So here is a suggestion to try out. Keep all the rules as they are but add one thing: when the shot hits and the defender finishes their armor saves count the number of damage dice that are left. Each die beyond the first becomes a + modifier on the vehicle damage table. That bonus applies to both damage rolls on frontal hits too.

For example I have an MBT with a heavy cannon shoot at and hit another MBT from the front. After armor saves I have two successful FP dice left. So then I would roll twice on the damage table but add a plus one to the roll. The enemy would take the lesser of the two.

This does two things:

1. It cuts down the dice rolling which slows the game.
2. It increases the chances of inflicting heavy damage/kills when using large FP weapons.


What do ya'll think?

Mooseworks808 Dec 2012 12:27 p.m. PST

I like it. I agree with you too much dice rolling and micro math slows the game down a bit.

What I wrote into my mod, found here: link
and am rewriting again thanks to Ultra FUBAR is thus:

New Rules
ARMORED VEHICLES
Can move up to 6/12 in the open or soft cover and fire one weapon. Medium & heavy tanks can move 6/12 and plow through moderate cover, but cannot fire afterwards. If stationary a vehicle can fire all of it's weapons.

VEHICLE ARMOR AR DICE NOTES
Light 2 APC, Lt Tanks
Medium 3 Med Tanks
Heavy 4 Heavy Tanks

Small arms and HMG's cannot harm medium or heavy vehicles. For each unsaved hit roll on the table below.

RESULT EFFECT
1 – 2 Crew stunned: -1 to next activation.
3 Vehicle immoblized.
4 -5 Weapon system destroyed, owner picks.
6 Destroyed. Crew takes 5+ hit.

Angel Barracks08 Dec 2012 12:33 p.m. PST

So here is a suggestion to try out. Keep all the rules as they are but add one thing: when the shot hits and the defender finishes their armor saves count the number of damage dice that are left. Each die beyond the first becomes a + modifier on the vehicle damage table. That bonus applies to both damage rolls on frontal hits too.


That is pretty much how the damage works in the sci-fi rules I am working on.
Did you get the link I sent you to my rules Tgunner?

Tgunner08 Dec 2012 1:17 p.m. PST

'Fraid not Michael. Did you email it to me or PM me?

Angel Barracks08 Dec 2012 1:52 p.m. PST

Just re-sent you the invite to my Yahoo test group for my new rules.

Like you I wanted a BIG gun to have more chance of taking down a vehicle.
The more damage a single shot can do the more likley it is to get an outright 'kill'.
This is key to my own vehicle combat rules.
To the extent that in some cases a smaller weapon can criple a vehicle but not destroy it outright.

Mako1108 Dec 2012 2:58 p.m. PST

The Grav Armor rules I posted for FUBAR in the files section are really meant to be for futuristic tanks, where they are quite durable to enemy fire.

The vehicles do have self-protective systems, unlike today's tanks, which defeat many of the inbound rounds, in addition to their armor.

If the same damage roll is made a subsequent time, then you go up to the next higher result. Also, the self-protection systems are degraded by one level, for every hit on the appropriate face of a vehicle (front, left side, right side, rear), due to the use of the self-protection systems on it (limited self-protection ordnance), and also assuming that some of the non-penetrating, or defeated shots scrub some of that off (think shrapnel, degraded beam energy, etc. still doing some minor damage).

For quicker games, you can just ignore the self-protection die rolls, and roll straight against their armor.

Also, the tank armor and weapons stats I provided differ from one another, by tech level, and vehicle size. There are also different armor levels for front, sides, and rear of the vehicles.

Heavier weapons get + modifiers to their die rolls, and light weapons get minuses.

Lower tech levels have less effective armor and weapons ratings, generally.

You compare the FP of the weapon to the armor. If the FP of the weapon is 5 and the armor rating is 3, you'd add 2 to the base damage die roll.

The rules I submitted were suggested for platoon to company sized actions, and I think they work rather well for that. Given only 3 – 15 vehicles, or so per side, you don't want the armor being killed off too quickly, or you'll only have a ten minute game.

Maxshadow08 Dec 2012 6:28 p.m. PST

I wanted to adjust the rules for post war to present gaming and so gave modern weapons an AT rating. The AT is compared to the armour level on a chart and that gives you the save chance. EG a M48 Patton firing at a T55. The T55 would save on a 4+ but a T34/85 would need a 5+. I've managed to keep the armour levels down to only 6 and the same with the AT ratings.

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