Blindhorizon wrote:
I wanted to know what you think about the hull vs turret hit, do you think at 6mm scale that something like this is out of place? Perhaps it should be removed to help the game flow better?
Ive been giving this some thought today, in addition to what my friend and I discussed yesterday during the game.
This game has a lot going for it, but because there is a lot of crunch, it takes time and attention to keep everything straight. TOO much crunch can lead to brain fry during a game, and really can sour the experience (read: Tomorrow's War). In order for the game to be a solid contender as a Regimental-scale game, streamlining where you can should be a priority (IMHO of course. YMMV).
With that in mind, let's look at a common example from TSE 1:
You are shooting your Scimitar's Gauss rifle at my Scimitar, from my front. My Turret Front is 4 and my Hull Front is 3. You roll the Hit Dice and the Damage dice at the same time. You hit. The d6 for the Gauss is a 4. So: Does it matter if you hit the Hull or the Turret? No. You rolled high enough that it doesnt matter, armor-wise. Except it does. If you then roll a 1 on the d10 damage roll, it makes a huge difference, and this makes even more of a difference if you just say, "This tank suffers one hit. This one takes two." and then roll them all after shooting is done. You either interrupt the shooting sequence to check for damage now, or you roll the X d10's along with your To Hit/Damage dice (X=max number of possible hits, just in case, which just isnt practical), or you make some designation of "Turret/Hull" hit as you move along, to remember for later. It just seems clunky to me.
Now, I dont know anything about tank combat. I dont know percentages of hull hits vs turret hits in modern combat, and I dont know what happens to a tank when one is hit over the other. I can make some assumptions, however. If Strike Legion tells me there is a 10% chance that it makes a difference, my first thought is, "Well, if I need to track this, let's go all the way." Make two different hit tables, one for Hull and one for Turret. Maybe Turret hits have less of a chance to Brew Up a tank, but can affect EW, Communications or weapons. The Hull has more mobility hits, ammo/fuel explosions (read: Brew Up), etc...
BUT: Do I want this? Do I really care that my tank has both a Turret and a Hull? You know, I dont think I do. I think it is something extra to track that doesnt belong. I think that SL has more granularity than, say, Epic, simply because my tank can have more armor on the front than the side. Epic has turrets, as does FWC, but they cannot be hit, per se. Therefore, even though this is one thing that helps set SL apart from the other games, I think the Hull vs Turret hit should be scrapped in the name of streamlining play. SL has a TON of other things that sets it aside already.
BTW, in my mind, I relate SL very closely to Battletech, but Battletech is truly a mech skirmish game, and so some of its clunkiness is forgiven when only running 4 on 4. 12 on 12? Man, talk about clunky! So...my idea is to remove some of the clunky from SL. Thats where I am coming from.BUT...BUT...heh...you know what else comes to mind? Critical Hits. Who doesnt love rolling boxcars when rolling to hit? We know 12's always hit. 12's are a Head Shot on Walkers. Why not just make 12's a critical hit on anything? Initially, my thoughts turn to the Immobilization result. If you get a 12 when shooting a tank, it is automatically Immobilized, regardless of whatever else the result is. Maybe you need your weapon to exceed the armor value, and maybe not. I think not. It "feels" right to me this way.
So, take Turrets off the vehicles as a valid hit location. This will ultimately make vehicles cheaper (I think...?), since they wont need to put armor on Turret locations. Encourage vehicles to have a higher Front armor than sides if they want that extra protection. Dont make me track yet one more thing in this game, helping me speed it up. If you want a bit of fun, add critical hits on 12's, which doesnt require any on-the-spot checking other than an extra damage condition.
Quote:
The EW gives an add aspect to a miniature game of this scale, no two games will be the same because you never know what your opponent will decide on.
I agree. The EW is a great sub-game within the game. Its one reason I keep trying this game
And for what its worth, which isnt much, I do have both editing and playtest/design experience. I could be just an average joe, but only JUST
I just like latching onto things that I think could be the next best thing...