Problems with Tank guns.

Interesting BuShips. Since the gun is already firing once a turn it is in a sense ready before fire. Just to go along with Cordas ideas...

To make it simple allow the Tank fire on size 2 vehicles like it would at 3 and 4s. But, subtract -2 from the gun roll to represent the target being more difficult to track.
 
The Old Soldier said:
Interesting BuShips. Since the gun is already firing once a turn it is in a sense ready before fire. Just to go along with Cordas ideas...

To make it simple allow the Tank fire on size 2 vehicles like it would at 3 and 4s. But, subtract -2 from the gun roll to represent the target being more difficult to track.

Hey that would work also :D. [wry] My solution is more humorous though. I had one of the tank guys popping out of the tank and slapping a target sticker on the smaller vehicle, hence the Ready Action delay. :lol: [/wry]
 
BuShips said:
The Old Soldier said:
Interesting BuShips. Since the gun is already firing once a turn it is in a sense ready before fire. Just to go along with Cordas ideas...

To make it simple allow the Tank fire on size 2 vehicles like it would at 3 and 4s. But, subtract -2 from the gun roll to represent the target being more difficult to track.

Hey that would work also :D. [wry] My solution is more humorous though. I had one of the tank guys popping out of the tank and slapping a target sticker on the smaller vehicle, hence the Ready Action delay. :lol: [/wry]

LOL @ Buships.

I would think that -2 is maybe a bit much, I would rather just give S2Vs the agile rule, that way when they move they are harder to hit... if they don't then they aren't and adjust the tank main gun rule to allow them to pick out S2Vs.

When it comes to Urban combat the amount of cover available and the difficulty of rotating tank turrets is enough of a hinderance to tanks I feel, and its a bit of a pain as we tend to play on rural / semi rural boards anyway as we haven't got enough building yet.
 
cordas said:
BuShips said:
The Old Soldier said:
Interesting BuShips. Since the gun is already firing once a turn it is in a sense ready before fire. Just to go along with Cordas ideas...

To make it simple allow the Tank fire on size 2 vehicles like it would at 3 and 4s. But, subtract -2 from the gun roll to represent the target being more difficult to track.

Hey that would work also :D. [wry] My solution is more humorous though. I had one of the tank guys popping out of the tank and slapping a target sticker on the smaller vehicle, hence the Ready Action delay. :lol: [/wry]

LOL @ Buships.

I would think that -2 is maybe a bit much, I would rather just give S2Vs the agile rule, that way when they move they are harder to hit... if they don't then they aren't and adjust the tank main gun rule to allow them to pick out S2Vs.

When it comes to Urban combat the amount of cover available and the difficulty of rotating tank turrets is enough of a hinderance to tanks I feel, and its a bit of a pain as we tend to play on rural / semi rural boards anyway as we haven't got enough building yet.

I don't think it is too much at all. The problem that lies with MP game is the all those + attached to everything. The -2 addresses the issue better IMO. There should be a penality to counter the fact that under normal rules you CAN't target said vehicles.
 
Surely using Infantry as Ablitive Armour says more about the player who uses that tactic than the Rules System!

I happen to think this is a very reasonable rule, any group of people standing in front of any vehicle are going to obscure it to the point of causing an "Ablative" effect. It's only once you start looking at really large vehicles (tanks APCs) that you'll see an appreciable difference.
 
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