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  #1  
Old 09-06-2012, 03:57 PM
Michael Lewis Michael Lewis is offline
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Oh yeah! I was looking at 2.0 My bad.

So Targan. What are these rules that your talking about?
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Old 09-06-2012, 04:18 PM
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Originally Posted by Michael Lewis View Post
So Targan. What are these rules that your talking about?
Yes, Targan, tell us about these rules
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Old 09-06-2012, 04:41 PM
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Yes, Targan, tell us about these rules
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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Old 09-06-2012, 05:01 PM
Michael Lewis Michael Lewis is offline
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Originally Posted by Cdnwolf View Post
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
Yeah, that seems redonkulous.
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Old 09-07-2012, 01:40 AM
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Originally Posted by Cdnwolf View Post
[snip]

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
Yes, that's what the rules say.
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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Old 09-07-2012, 06:04 AM
weswood weswood is offline
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Quote:
Originally Posted by B.T. View Post
Yes, that's what the rules say.
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.
I've always gone with if the weapon uses a box or internal magazine, it uses Small Arms (rifel) and if it's belt fed or over .50 caliber, it uses Autogun.
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  #7  
Old 09-07-2012, 03:36 PM
Michael Lewis Michael Lewis is offline
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Thanks Targan. I'll certainly give those a look.
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  #8  
Old 09-08-2012, 07:27 AM
James Langham James Langham is offline
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I think the two rule systems are actually trying to model different ways of firing (as did 1st ed).

My thoughts on what they model:

1st ed: A system that put the emphasis on aiming at the target.

2nd ed: the "militia" school of automatic weapon fire was modelled - i.e. pump enough rounds at something and you will hit it or at least interfer with what they are doing.

2013: The weapon is pointed fairly closely at the target and number of rounds used to replace fine aiming.

Depending on what you are firing and what your aim is, all of these could be used by the same person with the same weapon! My solution that I have been using are attached (plus some thoughts on weapon reliability which are still draft).
Attached Files
File Type: doc TW2000 House Rules.doc (18.0 KB, 164 views)
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  #9  
Old 09-08-2012, 08:32 AM
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Quote:
Originally Posted by Cdnwolf View Post
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
I like the 2.2 burst rules. If you look at statistics for number of rounds fired vs. hits obtained in combat, I think you will find out that hitting someone with autofire in T2K v2.2 is probably way too easy. I have seen stats indicating that it takes about 250,000 round to kill one insurgent in Iraq.

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.
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  #10  
Old 09-08-2012, 03:37 PM
stg58fal stg58fal is offline
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Quote:
Originally Posted by Jason View Post
I like the 2.2 burst rules. If you look at statistics for number of rounds fired vs. hits obtained in combat, I think you will find out that hitting someone with autofire in T2K v2.2 is probably way too easy. I have seen stats indicating that it takes about 250,000 round to kill one insurgent in Iraq.
The problem with those kind of statistics is that they only state rounds expended, NOT the manner in which they were. Also, most don't differentiate between small arms, autocannon, or even artillery. A lot of those 'statistics' from the Vietnam war, for example, 'round' meant 'round', regardless of whether it was from an M16, the F4 Phantom's cannon, or naval gunfire.

So when an AC-130 comes by and fires off most of it's weapon's load to kill 4 guys, you're looking at what, about a 5000:1 ratio of rounds expended to targets hit? At the small unit level, suppressive fire, say against enemy in a building or dug in, contributes to the high ratio too. It would be WAY too much of a pain in the ass to do, but I'm betting if someone were to separate out all the garbage, and only concentrate on burst fire at targets that could actually be seen, you'd see that the ratio of shots fired to hits scored is probably a lot better than the numbers that always get thrown around.
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Old 09-09-2012, 04:44 AM
James Langham James Langham is offline
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Worth remembering that most fire is not actually AT an enemy but in the GENERAL area.
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Old 09-09-2012, 08:03 AM
HorseSoldier HorseSoldier is offline
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Recently reading Blackhorse Riders which talks about mad minutes in night defensive positions -- several times a night, at random points, all the machine guns in an armored cav troop would open up on the jungle for a minute or so. No targets involved, the idea was to break up any forming attack and generally discourage VC/NVA approach to the unit. (Rules of engagement have certainly changed . . .). Anyway, that's not even suppressive fire and was routine back then -- and is also part of those 250K to 1 round/casualty ratios from Vietnam.
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  #13  
Old 09-06-2012, 10:43 PM
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Targan Targan is offline
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Quote:
Originally Posted by Michael Lewis View Post
So Targan. What are these rules that your talking about?
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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