I do not use structure damage
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- pesgores
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I do not use structure damage
Never. I prefer the individual brick damage.
This means you can destroy a tank, blast it enough times to exceed its structure level or whatever more than 10 times, but if the controls and propulsion systems work, then it is still maneuverable.
This is what I did with Metal Gear GOOSE's cockpit on my Forum Battle. Only used local damage.
I don't know if this is the best way of proceding. I think I'll start using structure damage, but I'm not sure.
This means you can destroy a tank, blast it enough times to exceed its structure level or whatever more than 10 times, but if the controls and propulsion systems work, then it is still maneuverable.
This is what I did with Metal Gear GOOSE's cockpit on my Forum Battle. Only used local damage.
I don't know if this is the best way of proceding. I think I'll start using structure damage, but I'm not sure.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
My official post number 1000 was "The whole battle?"
- randomno12
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- Theblackdog
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My structure damage rules say that the number of structure points the vehicle loses = damage roll - armor roll (if the damage roll is greater than the armor roll. If the armor roll is greater, the vehicle doesn't GAIN structure points). I find this to be pretty convenient; 2 to 3 hits will kill most vehicles with this method.
I'm actually thinking of applying Structure Damage rules to Component Attacks. Always got on my nerves that you can one-shot a Size 6 gun if you just beat an already-weakened Structure Level.
I'm having trouble picturing how you can score ten successful hits on a tank without wrecking its engine/controls/treads, though. You'd need to use a lot of overkill rules.
I'm having trouble picturing how you can score ten successful hits on a tank without wrecking its engine/controls/treads, though. You'd need to use a lot of overkill rules.
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i use brick damage this makes high radius weapons very usefull and makes expossed tracks very weak(unless there the new technic ones that for me represent heavy tracks) and weapons that have weak joints bad.
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How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
- Greenkey15
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- IVhorseman
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The reasoning for structure damage is that while a smaller target may be more effective (like the treads on a tank or a jet's engines), it's harder to hit that spot, especially with big guns. When doing structural damage, you get a bonus for the size of the object, making it easier to hit (but you'll need more successive hits to destroy it).
Also, some people would rather blow something to tiny pieces than simply kill the crew, and there's nothing wrong with that.
Also, some people would rather blow something to tiny pieces than simply kill the crew, and there's nothing wrong with that.
Actually it does. For every point of structure damage something takes, it gets -1" to movement.Doopliss wrote:I'm having trouble picturing how you can score ten successful hits on a tank without wrecking its engine/controls/treads, though.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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i use the near miss rules so if you fire at the treads but miss you might hit something else on the tank.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
- pesgores
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Well, near miss rule applies.IVhorseman wrote:The reasoning for structure damage is that while a smaller target may be more effective (like the treads on a tank or a jet's engines), it's harder to hit that spot, especially with big guns. When doing structural damage, you get a bonus for the size of the object, making it easier to hit (but you'll need more successive hits to destroy it).
Also, some people would rather blow something to tiny pieces than simply kill the crew, and there's nothing wrong with that.
Actually it does. For every point of structure damage something takes, it gets -1" to movement.Doopliss wrote:I'm having trouble picturing how you can score ten successful hits on a tank without wrecking its engine/controls/treads, though.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
My official post number 1000 was "The whole battle?"
- IVhorseman
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Right, but a near miss is still a miss. You might hit a different part of the tank, but if you missed the tread, you missed the tread.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- pesgores
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But you hit another part somewhere else in the tank, on a range of x" (x being the difference between your skill roll and the UR of the weapon you used), if the range is enough.
You have a tremendous point there. Maybe I'll start using strut dmg for big vehicles/buildings...
You have a tremendous point there. Maybe I'll start using strut dmg for big vehicles/buildings...
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
My official post number 1000 was "The whole battle?"
- jifel
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I think I like TBD's rules <a href='http://tinyurl.com/y42zurt'>alot</a>, so I woll use those in my next Forum battle. (which will have a lot more vehicles.)Theblackdog wrote:My structure damage rules say that the number of structure points the vehicle loses = damage roll - armor roll (if the damage roll is greater than the armor roll. If the armor roll is greater, the vehicle doesn't GAIN structure points). I find this to be pretty convenient; 2 to 3 hits will kill most vehicles with this method.
jifel
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I just use vehicle hit points, HP= 1/2 size rating rounded up.
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- Professor Ken
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One of the nicest things about Brikwars for me is the ease of which you can show vehicle damage on the battlefield. If a jeep gets hit with a sword, it might just lose a mud guard, but with a high-explosive shell it will become very functional battlefield rubbish, which the surviving crew can then take cover and hide behind as they search for a weapon to use.
Were it that simple...