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Old 08-07-2015, 09:30 PM
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Cdnwolf Cdnwolf is offline
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Default The Role of Vehicles

Finally got the infantry rules done for Roll20.net and now working on vehicle rules and was wondering how people see the role of vehicles in the Escape From Kalisz and other modules?

How much vehicle combat did your groups ever use. (besides using the secondary armament to mow down attacking troops?)

How much effect did LAW and RPG have on your vehicles?

In combat did you have to unhitch a trailer and fight or went into combat with the thing still attached?

Thanks for your feedback.
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Old 08-08-2015, 06:24 AM
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For Escape From Kalisz and other modules, vehicles make a good story element as well as a plot device. The SOP for each group tends to differ, but from tactical viewpoint, stopping to unhitch the trailer while under fire is lunacy.

The effect of anti-armor weapons vary. I've always tried to go for realism when figuring out the damage, both to humans and objects.

Depending on the vehicle, for PCs it can be means of transport, fighting asset and even home to some extent. It also means another thing to worry about, as it needs maintenance, fuel and possibly ammo, two latter being hard to come by. This enables the GM to use the vehicle(s) as a good plot device.
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Old 08-08-2015, 07:19 AM
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Thanks...

Now to try to come up with a workable damage effect for when the 25mm Autogun on the LAV 25 shoots at the charging calvary. Another 12 hours of conversions ahead of me I see.
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Old 08-08-2015, 02:36 PM
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Default Problem??

Quote:
Originally Posted by Cdnwolf View Post
Thanks...

Now to try to come up with a workable damage effect for when the 25mm Autogun on the LAV 25 shoots at the charging calvary. Another 12 hours of conversions ahead of me I see.
You do it so well.
As LT. Ox. opens another can of beer nd looks at the roll twenty screen.
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Old 08-08-2015, 02:42 PM
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Default Not a highjack of thread

Only thing I have seen that is messed up on roll twenty is the Range factor of the table top. Square is ok but five feet per is limiting. Every one is shooting at close.
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Old 08-08-2015, 03:06 PM
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Vehicles are cool but they're also kind of an albatross, for both players and GM's.

PCs should constantly have to consider accumulating wear, routine maintenance, fuel supply, and ammo availability. Vehicles give the group a mobility advantage so long as they are gassed up and running.

For GMs, it's extra record keeping and dealing, IG, with player attachment to said vehicles. AT weapons are a major threat, especially against relatively thin-skinned AFVs like Bradleys and LAV-25s. You don't want to deprive the players of their wheels/tracks but you don't want them rampaging around feeling invulnerable either.

I like to use a little fudge to keep vehicle-tied player teams honest. The first time I roll a hull or turret hit against a PC vehicle, if the result indicates serious damage, I don't even look at the damage tables. I just tell them that an externally-stowed ruck or water can took the brunt of the HEAT warhead. They lose all of that gear but they keep their vehicle. It lets them know that they are not invincible in their IFV (they do lose something), but also allows them keep hold of it for at least another engagement or two.
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Old 08-08-2015, 07:53 PM
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Quote:
Originally Posted by LT. Ox View Post
Only thing I have seen that is messed up on roll twenty is the Range factor of the table top. Square is ok but five feet per is limiting. Every one is shooting at close.



HUSH... I had to fudge some rules to make it work smoothly. And the five foot grid is just for now for display. It would take me 3 months to write every single calculation to follow all the rules in the book.


Just getting a working armor vehicle combat system going. But I think it will work well enough. BEER ME NOW!!
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