tag:blogger.com,1999:blog-8394074963215462822.post3047157285534206441..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Tank Mordhiem: Activation MusingsevilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger18125tag:blogger.com,1999:blog-8394074963215462822.post-77593045280606196672023-04-18T05:50:09.028-07:002023-04-18T05:50:09.028-07:00What about B, but instead of it being based on a l...What about B, but instead of it being based on a lower roll requirement for better units they roll more dice if veterans so have a higher chance of a success in their rolls. Now I type this not sure it actually does anything different to your suggestion! Or do you roll, check for a success, remove a die, roll and check for success, remove a die... etc. Veteran's get one additional roll at the beginning with one additional die increasing their odds and by removing dice you limit the maximum number of actions.<br /><br />Love the blog by the way been reading it for ages whilst designing tank games with my son. Richttps://thecuriosityofachild.com/noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-75115003971932931552023-04-03T17:43:20.693-07:002023-04-03T17:43:20.693-07:00Flames was a 40k clone, but there's nothing ob...Flames was a 40k clone, but there's nothing obviously wrong with ahistorical tactics or strategy gameplay at the scale that the rules were abstracted. What do you even mean by "lack of actual WW2 feel/tactics"? Do you mean that it streamlined the unnecessarily cumbersome table lookups and slow mechanics that characterized earlier WW2 games with leaden gameplay? <br /><br />32 SFB impulses WAS a lot, and fractional energy accounting was very important, because saving your pennies of power added up to enable an useful power advantage in later turns. This is why SFB was actually a wargame for accountants, rather than naval captains, but I digress... <br /><br />OTOH, 3 impulses would be optimally organized as Move, Shoot, and Melee, as GW does it in 40k and AoS. Seems kinda silly to do anything else if that's how you're slicing the turn up. <br /><br />6 phases is fine, if you add Start of Turn, Psychic / Magic and End of Turn, again, following the GW rubric. Absolutely no point in trying to do "better" for the sake of being different when you'll just confuse the player.<br /><br />(obviously tongue very firmly in cheek)<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-91040707117382174202023-04-03T06:58:23.356-07:002023-04-03T06:58:23.356-07:00Flames of War was a WW2 copy of a space fantasy ga...Flames of War was a WW2 copy of a space fantasy game (40K). <br /><br />Its rules may have changed a lot since I played it in 2015, but from memory it suceeded in getting 40K players into historicals = commercial success, but brought the things I disliked about 40K (lack of decisions/weak turn sequence, lack of actual WW2 feel/tactics, cheesy game-y-ness).<br /><br />32 impulses is a bit over the top! I was thinking modifying method B (d6 for 1-3 actions) and having say 3 impulses. ....Certainly no more impulses (6) than you could use by placing a dice next to the tank. <br /><br />The complexity is to be on a par with skirmish games like Necromunda, or LoTR:SBG.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-3570877948685176702023-04-02T03:00:56.470-07:002023-04-02T03:00:56.470-07:00I forgot to add: IIRC, SFB had 32 impulse steps, w...I forgot to add: IIRC, SFB had 32 impulse steps, which Car Wars initially reduced down to 10 phases, then just 5. If you're dead set on phases/impulse, consider time scale per step vs human perception, reflexes, reaction time and vocalization + coordination ability. IMO, clock-based phases are bad at snappy gameplay, tending to slow things down by forcing players to wait until their sub-turn.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-22262690416300829702023-04-02T02:48:24.513-07:002023-04-02T02:48:24.513-07:00Getting "more" done could be an extra ac...Getting "more" done could be an extra action point, but it could just as easily be expressed as slightly better stats, depending on the granularity of the mechanics. Note that reality and doctrine matter. How might veterans vs rookies fare under a strict "shoot-and-scoot" doctrine working from prepared positions, and moving after each engagement? <br /><br />Anyhow, compare with Flames of War, right? IMO, they get a lot right with a relatively simple system. Have you tried just playing that OOTB?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-51885361409871991032023-04-01T05:13:38.712-07:002023-04-01T05:13:38.712-07:00I'm always a fan of anything SFB inspired!I'm always a fan of anything SFB inspired!Lord Frederickhttps://www.blogger.com/profile/17699726863859635307noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-16520157441386816572023-03-30T14:22:46.894-07:002023-03-30T14:22:46.894-07:00I quite like your idea btw; a high speed tank woul...I quite like your idea btw; a high speed tank wouldn't fire due to not having time to brake/aim; and it would do less everything else due to being jolted around (a friend drove an APC and he said it was like being in a washing machine when going cross country at pace)....Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-8086948582319480622023-03-30T14:11:33.931-07:002023-03-30T14:11:33.931-07:00I'd definitely prefer A for big actions (20-30...I'd definitely prefer A for big actions (20-30 tanks a side, 1:300 scale etc) due to predictability/simplicity. I also would like to differentiate tanks that fire 1x, 2x, 3x a turn (i.e. Sov 152mm vs 6pdr) without having them dump 3 shots off in the firing stage... so it's not that clear cut.<br /><br />But I'd prefer small actions of 4-8 or so tanks per side to be more chaotic. I'd like tanks with a 2-3 vs 4 man turret to be differentiated (i.e. multi-tasking commander = less actions for crew) which was an issue on say early T-34s vs Panzers. <br /><br />....Better crews don't just go first; they get more done in the same time frame. <br /><br />Given this is a skirmish/quasi RPG I'm Ok to eat a bit of complexity (i.e. typically half a dozen tanks per side) - it's not a traditional microarmour 1:300 or FoW/Bolt Action 40K-a-like.<br /><br />I'm actually thinking about option"D"- an impulse chart like Star Fleet Battles, mixed with "A" and "B"!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-62246084964611718402023-03-30T02:39:50.321-07:002023-03-30T02:39:50.321-07:00Option A is obviously the best, as long as the obj...Option A is obviously the best, as long as the objectives are movement -based, and adequate cover is available. The rest is unnecessary overcomplicating things for the sake of extra chrome and noise... unless you are very particularly wedded to Option B or C, which doesn't appear to be the case by virtue of the fact that you are asking the question at all. "Keep it simple, stupid." <br /><br />And oh. By the way, option A is perfect in defined attacker defender scenarios with hidden defender deployment (chits for possible positions keyed to individual units). Defender is guaranteed first shot from (hard) cover and cannot be discovered or engaged at all for absolute advantage. This is how it should be, and makes for good gaming experiences that perfectly follow real world experience. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-85891158729398774872023-03-29T06:58:02.103-07:002023-03-29T06:58:02.103-07:00Okay, so I finally figured I've been lurking a...Okay, so I finally figured I've been lurking around this blog long enough and posting anonymous comments, so I finally actually signed in to my Google account, and I've requested to join the google group because I heard a lot of interesting discussion goes on over there.cypherpunk-bd9hfhttps://www.blogger.com/profile/03853886752518824876noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-77618775083800968502023-03-29T06:43:02.676-07:002023-03-29T06:43:02.676-07:00Put it in anydice actually, here's the link:
h...Put it in anydice actually, here's the link:<br />https://anydice.com/program/2e95fAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-28910321252418664402023-03-29T06:37:25.496-07:002023-03-29T06:37:25.496-07:00So, a different sort of combination of both ideas,...So, a different sort of combination of both ideas, what if the speed the tank was moving was some sort of modifier. Say, standstill tanks roll 3 dice for actions, slow roll 2, and normal roll 1. Any roll over crew quality would give them an action. In this way, action is somewhat random, but crew quality is still important (# you have to roll) and speed is still important (# action dice rolled). This doesn't, however, deal with the problem of who goes first in initiative, but if you did the typically SoBH alternating when one side fails it could work well. It also brings up some interesting points about which tanks to activate first and encourages activating tanks that moves less first because they have less of a chance to completely fail the roll. If I did my math correctly at leas though, for example, a rookie tank that didn't move (3d6, rolling for 5+) has a 43% chance of success, and a normal experienced with (1d6, 3+) has a 50% chance of success.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-27974554513003701072023-03-26T00:59:49.077-07:002023-03-26T00:59:49.077-07:00Currently no, except for reserving your fire as ov...Currently no, except for reserving your fire as overwatch. I feel reactions add more 'special circumstances' and can bog a game too much. Instead, I prefer to slice the 'turn' into small pieces and alternate the initiative to allow minis to 'react'.<br /><br />Example Infinity: a mini can make many activations, each with 2 actions, but needs powerful reactions to stop him running amok. Actions per turn; potentially half a dozen or more!<br /><br />My Example: A mini can only make a single action, but can roll a dice for another one. If he fails the roll, initiative switches. Average 1.5 actions per turn.<br /><br />Tradiotional IGOUGO: A mini may make 2 actions, and the player can move and co ordinate all his models unopposed. Average 2 actions per turn.<br /><br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-3173556208575127422023-03-26T00:52:32.880-07:002023-03-26T00:52:32.880-07:00Option B - Easily fixed if that is the concern - g...Option B - Easily fixed if that is the concern - give everyone 1 automatic action, and 2d6 for extra actions, instead of 3d6. It's pretty unlikely you'd have more than 1 tank not doing anything as it, though....<br /><br />Option A - vanilla, it is a bit too structured, while probably miles ahead of IGOUGO and alternate move which are the norm. Kinda what I'd pick if I was playing with 20, 30 tanks though...<br /><br />Option C - has more 'exceptions' - while A and B have a predictable flow.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-48798923270993842962023-03-25T20:13:18.072-07:002023-03-25T20:13:18.072-07:00Some interesting ideas. Not a fan of Option B as t...Some interesting ideas. Not a fan of Option B as this can result in tanks not doing anything, which while/maybe realistic, is not much fun.<br />Option C is a better one as it always lets the player do something.<br />Option A sounds interesting and gives some good decision points for each player. Ben Catohttps://www.blogger.com/profile/00132734496369774300noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-58893871454952602582023-03-25T19:42:20.910-07:002023-03-25T19:42:20.910-07:00Are you doing any sort of reactions with this syst...Are you doing any sort of reactions with this system?Lord Frederickhttps://www.blogger.com/profile/17699726863859635307noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-17781296522804747452023-03-25T04:15:00.421-07:002023-03-25T04:15:00.421-07:00It's pretty beer-and-pretzels from what I can ...It's pretty beer-and-pretzels from what I can see; also designed more for a club game where it's one-player per-one (or two) tanks. If it's similar to Chain of Command it's a bit TOO random. <br /><br />....Also.... it's $30AUD for a bloody pdf...evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-87009571614183586712023-03-25T04:09:15.379-07:002023-03-25T04:09:15.379-07:00Have you checked out TFL's "What a Tanker...Have you checked out TFL's "What a Tanker!" - might just be an off-the-shelf answer?Don Glewwehttps://www.blogger.com/profile/11750643649873972307noreply@blogger.com