Sultanbev wrote: ↑Wed Apr 04, 2018 9:55 pm
Currently I use a D10 for hit location, 1= tracks/wheels, 2-6 = hull front, 7-9 = turret, 10 = choose turret or hull; from front and rear.
In the side it is:
1-3 = tracks/wheels
4-5 = hull side
6-9 = turret
10 = choose turret or hull
<snip>
Mark
Thanks so much Mark, it's great to see how someone else sets things up. This all sounds very solid and justifiable to me, though some of it is a bit too much detail for the level at which I play (1 vehicle = 1 vehicle and 1 stand = 1 squad/section).
WRT immobilization, I've described the limitations I use in my response to Faustnik, above. As for tracks themselves, I do similar to you, though I give tracks a defence value - so that a hit on a track or side has to do the attack/defence value thing. For hits on the SIDE tracks/suspension, a single effective hit has no effect - notwithstanding your comments on grinding and slowing down, I felt it was easier just to track the number of hits; a second effective hit results in immobilization.
I use an MS Access application I've been using for years to deal with figuring out formula to use with respect to slope (I use the values for slope effectiveness from PRO document WO 185/118 which the very knowledgeable John Salt has mentioned in various places - see
http://community.battlefront.com/topic/ ... ive-armor/) and some allowance for overmatch. The great thing about using a program is that I can just alter the procedure that calculates defence and attack values however I please. Here's a screen shot of the armour part of a Pz 38(t) early (I lumped A to D together):
And the same for the KV-1 (in the case, Model 1941 Early). You can see the difference in which what dice roll represents where tracks are hit in the side aspect.
The little grey boxes are individual hit location charts for front, side, rear and are transferred to a data sheet I generate for a game. If turrets are turned a considerable distance, you can use a mix when you roll the d6 for hit location.
Yes, it all looks ridiculously complicated, but it's just me that has to understand it, LOL. My players don't see it except for the data sheets that get generated. Here's the 38(t) on a sheet for an upcoming game (once I get all my new French stuff painted):
Again, ridiculous, I know, but it's just a bunch of us Newfies....
I don't bother with sight/fire systems damage, though it could be argued I should. I figure I've complicated things enough.
WRT KO and brewed up, I have something similar. Hits on other than track will result in Destroy (brew up), which is hard to achieve, Suppress, or no effect. Suppress is modelled after Crossfire - the vehicle cannot move or fire. From my notes on this, separate from my rules:
What does suppression of an AFV mean? It represents one or a combination of the following:
□ Crew shaken up or stunned inside the vehicle;
□ Surprised by a hit and are furiously trying to locate from where it came;
□ A jammed round in the main armament or a misfire;
□ Optics shaken up, need to adjust somehow or fix the power traverse;
□ The engine has shut down from the blow or the gears slipped out;
□ The AFV has caught fire, outside or inside, and is full of smoke but the fire is small enough that the crew is able to put it out;
□ Power traverse has gone out or transmission has sprung a leak and something needs to be tightened or removed or patched;
□ Some tanks had multiple gas tanks and you had to switch from one tank to another (we did in the Leopard) and maybe that’s caused a problem (i.e. nothing to do with a hit);
□ Some other mechanical problem (A Leopard I was on had it’s turret jammed by – wait for it – a SINGLE 2 or 3 inch nail, nothing else!) and maybe the crew recognizes it as something someone has to jump out for a minute to fix (like they might have to do with an exterior fire I mentioned already).
□ Perhaps the commander has been hurt and is shaking it off;
□ Driver or other crew caught a bit of spall and is out of action until he’s bound up; and/or,
□ There’s probably other stuff one can think of!
The crew has to rally successfully before the vehicle can do anything else in the game.
A second suppression while the vehicle is suppressed destroys it (brews up).
Until the suppressed vehicle is destroyed, it remains a target priority.
Anyway, sorry for the blurb, your description was fascinating and sounds great, I appreciate your taking the time to tell us about it.