Tactical Command
http://www.tacticalwargames.net/taccmd/

Late night idea - pulse weapons
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=24&t=23378
Page 1 of 1

Author:  semajnollissor [ Fri Jun 01, 2012 6:28 am ]
Post subject:  Late night idea - pulse weapons

This is probably something to file under the heading 'could have been.'

Way back when, pulse weapons were changed from the original rule in Swordwind to a simple 2x shots.

What if the change had been the following instead:

Pulse weapons fire three shots: the first shot hits per the normal shooting rules, the second shot has a -1 to-hit modifier, and the third shot has a -2 to-hit modifier.

This isn't a plea for a change (too late now, I suppose), I just wanted to throw the idea out there before I go to sleep and forget about it.

Author:  nealhunt [ Fri Jun 01, 2012 4:24 pm ]
Post subject:  Re: Late night idea - pulse weapons

It would be easy to do the math.

Compared to a straight 2x shots, you'd gain 50% more "pips" for the third shot, minus 3 for the modifiers. Whether a particular weapon system gained or lost would be dependent on where it started.

2+ = +1/3 hit
3+ = +1/6 hit
4+ = even
5+ = -1/12 hit
6+ = -1/36 hit

The weird numbers in 5+ and 6+ are because the 7+ to hit rule isn't linear.

For the small difference, I'd say just throw all the dice at once and be done with it.

Author:  semajnollissor [ Fri Jun 01, 2012 4:46 pm ]
Post subject:  Re: Late night idea - pulse weapons

It would make the scorpion and phantom pulsar a bit better without greatly effecting falcons. Some people have suggested that those units need a boost.

In reality, though, my thinking was that sometimes its fun to be different.

Author:  Chroma [ Wed Aug 15, 2012 2:26 am ]
Post subject:  Re: Late night idea - pulse weapons

semajnollissor wrote:
It would make the scorpion and phantom pulsar a bit better without greatly effecting falcons. Some people have suggested that those units need a boost..


I think the simple solution is to grant the Scorpion and Phantom Pulsars 3x shots instead of 2x, as they had better to-hit values to begin with and were more likely to get more shots under the old rules.

Author:  Ulrik [ Wed Aug 15, 2012 5:53 am ]
Post subject:  Re: Late night idea - pulse weapons

It's a fun suggestion, but it's clunky ingame. Instead of picking up a bucket of dice for your falcons, most of which hit on 4+ and some of which are ap5+/at5+, you get four different pools. A formation of 5 would shoot 5 at3+, 5 at4+, 5 at5+ and up to 5 ap5+/at5+, depending on how many are within 30cm.

I like Chroma's suggestion as it boosts underpowered units (Scorpion, Titans with Pulsar) and doesn't touch those who are okay (Revenants, Falcons).

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/