Hyperion Tank [M:Throne Empire Series Ep.5]

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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by stubby » Thu Feb 27, 2014 4:32 pm

Yeah, I don't really know how four 3d10 explosions would kill an SHDT in one round under Size or Component damage unless there was something screwy going on.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by mgb519 » Thu Feb 27, 2014 5:37 pm

stubby wrote:Yeah, I don't really know how four 3d10 explosions would kill an SHDT in one round under Size or Component damage unless there was something screwy going on like Bonn-o-Tron.
I didn't know you thought quite so poorly of Bonn-o-Tron.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Theblackdog » Thu Feb 27, 2014 10:07 pm

Using normal rules, though, it would take 4 or more turns of continuous fire from all four guns to finish it off.

When I have more time I'll probably start a discussion thread about how different people handle vehicle damage, and how their methods affect vehicle gameplay.
One idea that I've been looking into is using fixed values rather than D10s for vehicle armor, like Brag does, just to cut down on the number of dice I need to roll.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Bragallot » Fri Feb 28, 2014 5:33 am

The difference being of course that I've statted mostly small to medium-sized creations ;)

The main reason I use fixed armour values is because I only have d6s and exploding dice could mean a guy with an SMG could take out a small tank in one shot if rolls got really weird. I'm also not a huge fan of combined small arms' fire taking out a vehicle, but the 'armoured' rule can cover that. If units with heavy weapons can still combine fire the armoured rule also isn't too powerful imo, whereas otherwise it kinda is. It also makes the game a bit more tactical because it makes your heavy weapons guys more unique and important. In a few games I've given their weapons 5 UR to make them less effective against other infantry and still allow them to hit vehicles most of the time and beat their armour, though they'd still have to combine on bigger creations.

So a not-too-high fixed armour value and 'armoured' is the way to go imo. After all there's also always the aiming bonus, component damage, grinding... that help beat creations down. Though I feel not a lot of people seem to use this.

Actually finding the right armour value for balancing things out can be tricky though and I'm still looking for it on many of my creations. I recommend play-testing before taking it into battle ;)

If you wanna kill something as big and awesome as this tank though, I recommend you'd better build something to match it, because we all know that awesome > purely practical.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Theblackdog » Sat Mar 01, 2014 4:14 am

Hey thanks for weighing in. I do think that fixed armor values could be scaled up to larger creations and even to this one -- it's the same principle. How often do you apply component damage vs. general structure damage?
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Kaplan » Sat Mar 01, 2014 8:25 am

Can you help me out determining the game properties of this vehicle. Especially the armor rating.

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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Coriolanus » Sat Mar 01, 2014 9:19 am

Theblackdog wrote:Using normal rules, though, it would take 4 or more turns of continuous fire from all four guns to finish it off.

When I have more time I'll probably start a discussion thread about how different people handle vehicle damage, and how their methods affect vehicle gameplay.
One idea that I've been looking into is using fixed values rather than D10s for vehicle armor, like Brag does, just to cut down on the number of dice I need to roll.
Just by a bag of 50 d10s from Amazon like I did. Solved my problem.

But in all seriousness, I think the vehicle armor/damage rules are just about perfect as they are. I've had about a dozen battles with eight to twelve 20"-64" vehicles (plus misc. smaller vehicles) on six to eight factions and both the general and component damage rules worked very well and seemed relatively realistic. Once you get used to them they are not all that complicated.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Coriolanus » Sat Mar 01, 2014 9:32 am

Kaplan wrote:Can you help me out determining the game properties of this vehicle. Especially the armor rating.
The armor rating should definitely be level 5. I generally give anything sturdily built that is over 20" level 5 armor and your tank certainly qualifies in both departments.
As far as movement goes, it should be pretty slow, maybe 8" or so, especially if you are using the standard movement cost rules. The group I play with found that the standard movement cost system breaks down really fast once you start getting large vehicles with high armor since every inch of move costs the same no matter the size or armor level. We developed a more complicated system that has worked fairly well, I'll post it in the Bonus Material section one of these days.
You will also want a full size gunnery team for your main turret and OT missiles. On large weapons gunners are worth every CP.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Kaplan » Mon Mar 03, 2014 2:58 am

Any more ideas about the stats?

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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Bragallot » Mon Mar 03, 2014 5:00 pm

I recommend big AoE explosive damage... on any weapon, by default, but especially the main gun because its size is gonna be off the charts, meaning it'll be difficult to hit just about anything with it directly. You could also give it different fire-modes (high-powered, low-powered...) for different targets.
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by R4m3N » Mon Mar 03, 2014 11:58 pm

Kaplan wrote:Here is one of the greatest ground vehicles of the Empire.
ONE of the GREATEST ? Does that mean that there are bigger tanks/base/moving H.Q/Gigantic and superpowerful weapons of destruction ??

Amazing work by the way o_O
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Kaplan » Tue Mar 04, 2014 8:10 am

R4m3N wrote:
Kaplan wrote:Here is one of the greatest ground vehicles of the Empire.
ONE of the GREATEST ? Does that mean that there are bigger tanks/base/moving H.Q/Gigantic and superpowerful weapons of destruction ??

Amazing work by the way o_O
I'm planning to build a starship and some important imperial buildings in future but they will not be completed very soon because I have other projects in mind.

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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by R4m3N » Tue Mar 04, 2014 9:35 pm

Kaplan wrote:I'm planning to build a starship and some important imperial buildings in future but they will not be completed very soon because I have other projects in mind.
Well, this is a good idea, and I can't wait to see more of the M:Throne Empire! ^^
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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Lpmikeboy » Sun Mar 16, 2014 7:04 pm

DAMN

Impressive, love the command room. :shock:

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Re: Hyperion Tank [M:Throne Empire Series Ep.5]

Post by Captain26618 » Mon Sep 01, 2014 3:42 am

This is amazing; I'm not sure if it even should be called a tank anymore . It would be a bad day for my faction if it ever encountered this on the battlefield. I like the overall design and detail implemented.
Last edited by Captain26618 on Thu Jun 29, 2017 4:59 pm, edited 1 time in total.

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