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#1
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I'm sure that someone will correct me if my memory is wrong though. |
#2
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@ Mahatatain: Man, your nickname is a nightmare to write: Too man "ta"s, if you ask me ![]()
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I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
#3
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Sorry - it's the name of an old character of mine that I loved but retired. |
#4
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Oh yeah! I was looking at 2.0 My bad.
So Targan. What are these rules that your talking about? |
#5
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Yes, Targan, tell us about these rules
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I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
#6
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Yes, Targan, tell us about these rules.
V2.2 (which I am running) has a confusing burst rule... if i get it right someone firing all five burst in one turn with an AKM (recoil 7) has to take (35 minus your strength) dice loss per burst... so someone with a strength of 8 would have to lose 27 dice when only firing 25... even at short range that brings it down to only 5 dice out of 25 hitting (minimum 1 dice rule) Plus all automatic weapons are fired at the impossible difficulty level (.25) so even with a skill of 8 and a strength of 8 (total skill 16/4) would mean they would hit on a 4 or less ... almost impossible... and unrealistic
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************************************* Each day I encounter stupid people I keep wondering... is today when I get my first assault charge?? |
#7
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#8
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But keep in mind, that not-hitting dice are hold back. Half of the dice are rerolled imediately, to generate hits to "bystanders". Half of the dice, that are still missing are held back to generate hits to persons, that cross the Line of Fire, up to the firer's initiative step in the following Combat Turn. Hm, unrealistic ... yes. But, as it is a gaming rule, it works in the game, to hold down an enemy with a carpet of bullets. I really cant remember, if this applied to ver.1 and ver2.0. An addition: After Mahatatain's post yesterday, I got aware, that I used a false interpretation of the rules all these years. Off course, the skill: Autogun should be used, because it is an automatic weapon. I allways used the Small Arms (Rifle) skill for tasks with battle rifles, assault rifles, and MPs/submachineguns. Autogun is reserved for heavy MGs and autocannons (I let the players chose, when they fire a medium MG. In this case they may use the skill that is higher.). This was a mistake, but still it worked, because most PCs have a higher skill in small arms, than they have in Autogun. I believe, I will stick to my wrong interpretation of the rules.
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I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
#9
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Now, there is a vast difference in the intensity of fire in T2K vs. a stand-up war like Iraq, where many rounds would be fired to suppress the enemy. However, most studies suggest that autofire is pretty damn ineffective in scoring hits on the enemy when the number of rounds fired is examined. |
#10
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Well, Michael, I'm glad you've asked
![]() I really like Gunmaster's burst fire rules. Gunmaster (a rules addition to Harnmaster) uses a straightforward percentile skills and task resolution system. To simplify the burst to-hit calculations, the writer (Bill Gant) created easy-to-use cross-referencing tables to give the GM and player an at-a-glance way to determine how many rounds are likely to hit the target based on the effective chance to hit (the chance to hit after all modifying factors have been added and subtracted) and the level of success or failure of the to-hit roll. Even if you don't use Gunmaster the concept is solid and worth a look: http://www.warflail.com/harn/index.html#GMG
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