So, I raised a similar issue with Hammer's Slammers, and even though it's not as bad with Military Vehicles and the basic vehicle combat rules (by the way--the expanded vehicle rules, at least the ranges, would be really nice to have in basic Traveller--that would seem like a good plug in for the Campaign Guide whenever it comes out), it still seems like actually killing these tanks is virtually impossible, even with Fusion Z guns (28d6, no AP).
28d6 averages 98 damage, versus 86 frontal armor (yes, I know that you probably don't want to shoot a tank head-on, that's where the armor is strongest, but just go with me here) results in 12 net damage each time. That's 3 single hits. Assuming 2 of those are Hull hits, and that eventually you'll start getting all 3 of them to Hull and Structure (once the rest of the tank is rendered slag), it's still going to take a LONG dang time to destroy a tank. Perhaps that's perfectly fine, but even at TL7, a TOW missile will destroy a tank in 1 hit much of the time. 8d6 AP (or even Super-AP) isn't really capable of doing that...TL7 tanks are even tougher, Hull/Structure wise, than the gravtanks.
Anyway, is this just a limitation of the system? It might matter--if I want the PCs to help out an insurgency on a backwater planet and they need to take out a few tanks, it would be nice if the rules were there to help out.
The "issue" is the damage table that converts rolled damage into "hits" in the vehicle (and starship, but that's less of an issue here) combat system. I understand why that is there--*most* vehicles have just a few points of Hull & Structure. But it seems to break down against tougher and/or larger vehicles, making them way TOO tough, IMO.
What are some possible fixes? Maybe weapons over a certain number of dice do "extra" damage to vehicles. For example, if we say that "small arms" basically cap out at 5d6, then for every 5 dice of damage (or fraction thereof) after the first 5 dice, the weapon deals additional Hull & Structure damage against vehicles. Maybe it multiples the Hull/Structure damage by 1+whatever the above math works out. An example (and I'm just thinking off the cuff here).
For example, an 8d6 missile does 2 Hull per "single hit", 4 hull per "double hit" and 6 hull per "triple hit." By contrast, a Fusion Z gun doing 28d6 does 28-5=23/5 rounding up = 5 and 5+1 = 6, so it does 6 times the normal hull damage. So a single hit is 6 Hull, double is 12, and triple is 18. That might be too ugly.
Anyway, you get the idea. OTOH, all you really need is a critical hit on a power system to destroy the vehicle (and let's be realistic--in WW2, tanks did not get utterly destroyed by enemy tank gunfire--if they exploded, it's because ammunition or fuel was hit). Maybe we're better off looking at those kinds of rules instead.
28d6 averages 98 damage, versus 86 frontal armor (yes, I know that you probably don't want to shoot a tank head-on, that's where the armor is strongest, but just go with me here) results in 12 net damage each time. That's 3 single hits. Assuming 2 of those are Hull hits, and that eventually you'll start getting all 3 of them to Hull and Structure (once the rest of the tank is rendered slag), it's still going to take a LONG dang time to destroy a tank. Perhaps that's perfectly fine, but even at TL7, a TOW missile will destroy a tank in 1 hit much of the time. 8d6 AP (or even Super-AP) isn't really capable of doing that...TL7 tanks are even tougher, Hull/Structure wise, than the gravtanks.
Anyway, is this just a limitation of the system? It might matter--if I want the PCs to help out an insurgency on a backwater planet and they need to take out a few tanks, it would be nice if the rules were there to help out.
The "issue" is the damage table that converts rolled damage into "hits" in the vehicle (and starship, but that's less of an issue here) combat system. I understand why that is there--*most* vehicles have just a few points of Hull & Structure. But it seems to break down against tougher and/or larger vehicles, making them way TOO tough, IMO.
What are some possible fixes? Maybe weapons over a certain number of dice do "extra" damage to vehicles. For example, if we say that "small arms" basically cap out at 5d6, then for every 5 dice of damage (or fraction thereof) after the first 5 dice, the weapon deals additional Hull & Structure damage against vehicles. Maybe it multiples the Hull/Structure damage by 1+whatever the above math works out. An example (and I'm just thinking off the cuff here).
For example, an 8d6 missile does 2 Hull per "single hit", 4 hull per "double hit" and 6 hull per "triple hit." By contrast, a Fusion Z gun doing 28d6 does 28-5=23/5 rounding up = 5 and 5+1 = 6, so it does 6 times the normal hull damage. So a single hit is 6 Hull, double is 12, and triple is 18. That might be too ugly.
Anyway, you get the idea. OTOH, all you really need is a critical hit on a power system to destroy the vehicle (and let's be realistic--in WW2, tanks did not get utterly destroyed by enemy tank gunfire--if they exploded, it's because ammunition or fuel was hit). Maybe we're better off looking at those kinds of rules instead.