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Thread: Fixing Vehicle Damage chart

  1. #21

    Re: Fixing Vehicle Damage chart

    This is the problem you have when units resolve damage differently.
    And the dice is used in a deterministic way.

    There is no fine adjustment avaible to help the balance , and subjective PV allocation based on limited playtesting and biased views.Means that subjective arguments are all that is avaiable.

    Is Rock overpowered?
    Paper doesnt think so, but Scissors wants it nurfing now!

    The current vehicle damage system is the best comprimise available with the current direction of the rules.
    However, it is far from the best avaiable solution.

    In the same way 5th ed 40k is the 'best' encarnation of 40k current rule set.(3rd ed onwards.)

    But in comparison to other modern rule sets written focusing game play, it is very poor.(In reguards to clarity and brevity.)
    Complexity is an illusion caused by lack of clear thinking.

  2. #22
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    Re: Fixing Vehicle Damage chart

    Quote Originally Posted by MyNameDidntFit View Post
    But how on earth do you justify being able to choose that? If you fire a missile, causing a transport to explode you can't just suddenly yell out "NO, WAIT, DON'T EXPLODE!" and expect the laws of the universe to obey you.
    It is a game.

    How do you justify being able to choose which weapon you blow off? The same way.

    Quote Originally Posted by hazmiter View Post
    Penetrating hits should deal 1d6 + 1 hits on unit inside, at half of the str of the weapon, rounding down, plus at half the ap of the weapon in question. Eg, melta gun penetrates a transport, does 1d6 +1 hits on passengers, at str 4, ap 4. Roll to wound as per usual.
    I think you mean "double the AP" unless you want the shot to be more likely to penetrate body armour after coming through the side of a tank. And 4 is not double the Ap of a melta (it is even further from half!).


    glass.

  3. #23
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    Re: Fixing Vehicle Damage chart

    Quote Originally Posted by jt.glass View Post
    It is a game.

    How do you justify being able to choose which weapon you blow off? The same way.
    Well, you justify that by... er... aiming. If you get a Weapon Destroyed result, the implication is that you hit the weapon your fellow (or lass) was aiming for (in most cases that's the biggest, baddest gun). When you get an Immobilised result, the implication is that you hit the propulsion systems (whatever they may be) that your fellow (or lass) was aiming for. When you get a Destroyed -- Explodes! result, the implication is that it doesn't matter what you were aiming for 'cause it blew up when you hit it.

    Of course it's a game. But the gameplay must occur within certain constraints of in-universe realism...
    Quote Originally Posted by Azazyll View Post
    I've been wanting a fighter mage for years, and what we get is a model whose tripping over his feat trying to catch an octopus.
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  4. #24
    Chapter Master hazmiter's Avatar
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    Re: Fixing Vehicle Damage chart

    The highest ap, is the lowest score, 1. Go down by "half" its 4.... And yes, a round that penetrates armour is at a "lower" velocity making it less likely to penetrate the other side of the tank, except for a railgun of course.
    It's a suggestion, not a demand either, it was open to discussion, not a deriving remark.
    Again, ap1 halved and rounded, is 4, because you can't get 3.5.
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
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  5. #25
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    Re: Fixing Vehicle Damage chart

    I think you'll find glass was being a touch pedantic on the "but half of 1 is 0.5!" side of things rather than actually having a problem with your suggestion.
    Quote Originally Posted by Azazyll View Post
    I've been wanting a fighter mage for years, and what we get is a model whose tripping over his feat trying to catch an octopus.
    elves in the snow
    a blog of Wood Elves and Warhammer

  6. #26
    Chapter Master hazmiter's Avatar
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    Re: Fixing Vehicle Damage chart

    Ah well, which ever way it goes, ap gets put to ap 4 :S
    Warhammer 6th edition.
    Grey knights: wins:8 draws:1 losses:1.
    Blood angels: wins:2 draws:0 losses:1.

    New projects: dark elves, cygnar, blood angels (brotherhood of blood)

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