Rationale for not allowing tank main guns to do reaction fir

msprange said:
Hi guys,

The purpose of this rule is to simulate the decreased 'situational awareness' of being locked inside an armoured vehicle. Hence, the only weapons that get to react are those where a crewman is actively sticking his head out of a hatch.

As someone pointed out, it is far easier to snap a shot off with an M4 than a 120mm gun. It is also worth remembering that reactions represent your force _reacting_ to the enemy, not calmly lining up one target after another in perfect unison.

I actually thought about this as a probability last night for us "realists" to wrap our heads around this rule. It is not so much the snapping off a quicker shot with an M-4 as it is the first point you make about situational awareness.

Example:

An infantry unit typically has 8 or so guys scanning various sectors with the only visual obstruction being the surrounding terrain. A "track" has 3-4 guys with very limited fields of "eyes-on" view. While the sophisticated computers and cameras are nice when buttoned up they still don't beat the human eyeball 1.0 for picking up movement.

Known fact: Peripheral vision is better at locating subtle movement than staring straight at a stealthy target (and who wouldn't try to be sneaky when 60 tons of death is looming nearby)? Rapid movement is picked up quickly either way. However, tanks create their own blind spots, especially when crew is buttoned up. This lessens the likelyhood of any peripheral contact and limits the field of view overall. There, I now really like the reaction rule!

Now, about this fire only once per turn rule... :twisted:
 
arbitory lol

if each turn represent evan 5 mins then the average game represent a 15-30 min battle !!! that doesnt seem right to me for the amount of action that happens. youd get the same amount of action in a several hour fire fight in my mind.

thing is real war is over a longer period of time, its like when we use military training on a paintball field, we are trained to take time doing some recon befor the attack but game time is like 30 mins so you sort step it up and watch your friend run in, and die while you take up position, same with bf evo if we play to training games last like 20 turns with lots of non shooting stale mates, its as real as you treat the game, if you play it like a game you get high csualties, if you play like a real battle then you get get a very challenging chess like slow game with maybe 1 or 2 men shooting in a turn !!
 
I think the earlier post about not trying to over rationalise is correct here, othrwise there is a lorry load of cans of worms about to be delivered.

BF:EVO is a transposition of a simple game system from SST to "neo modern"?? situations. What could be rationalised as sci fi bullshit cant work so well in EVO - the performance of a phase induced pulse rifle is something the authors can make up, but there are real M16s and AKs out there.

BF:EVO has no real time scale, and no real ground scale, and trying to rationalise it will simply screw your mind. eg.

effective range of an AK about 400yds, BFEVO = 20", therefore 1"=20yds. Sounds about right. Infantry moves 4" = 80 yards, so how far can a loaded soldier move in a combat situation and how long does it take to cover 80 yards. Oh hang on, in that time an M1 can ripple off 12 shots....argh
 
BuShips said:
What do most of you feel is the time scale to either an action or a player turn? I'm curious now.

Impossible to say, as its clearly going to take a lot longer to combat walk / run your full movement distance (Soilders in combat situations tend to move at a crouch and not in straight line, at least on the telly and it makes perfect sense to me that they do that), than it takes to raise a gun and fire, or let alone do nothing which is also an action.

Its really easy to come up with fluff to justify anything, its often equally easy to then use fluff to argue against it.

The game has a mechanic it uses to control the power of tank guns (and all guns), this is to make a fun playable game. The tank gun rule is currently universal across all tanks and all factions, therefore its balanced :) You could easily say well why can't the AK-47 fire 4 shots an action as it can fire much faster when on full auto...
 
yup evan at 400 yards a car window gives you some protection.

weapons get rel nasty at under 100 yard range as they can penatrate cover more effectivly without as much spin.
 
lastbesthope said:
A better question again is what does the game define as effectove range :lol:

LBH

"Effective range" is anything that allows dice to either suppress a model, wound a model, or remove a model that is in play. How's that? :wink:
 
I was moe pointing out the fact that it doesn't really matter what the RL range is and what that equates to in scale, what it says on the card is all that matters. the rest is simply fodder to get the stat changed. :lol:

LBH
 
lastbesthope said:
I was moe pointing out the fact that it doesn't really matter what the RL range is and what that equates to in scale, what it says on the card is all that matters. the rest is simply fodder to get the stat changed. :lol:

For suspension of disbelief yes it does.
 
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