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/ |