Artillery?

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Is there a better way to do artillery?

Yes (give a better way, or perish a slow and painful death)
15
94%
No
1
6%
 
Total votes: 16

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Greenkey15
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Artillery?

Post by Greenkey15 » Thu Jul 02, 2009 3:25 pm

Anybody thought of a good way to do Artillery? As in for the Table of Weapons in Chapter 7? Here's a crack at it:

Cost= (WS x 2) Use= (WS+1) Range=(WS x 4 +3) Minimum (WS x 2), Damage= (WS) d10 EXP

Slow Firing (takes a turn to Reload)

No Line of Sight Required, but someone on your team must see it.

Takes 1 Turn to Hit

Can you think of a better way? I literally thought this up in about ten seconds.

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jifel
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Post by jifel » Thu Jul 02, 2009 3:37 pm

Hmm. Don't do points. All artillery has use of 6, and scatters if misses. Damage is 1d6 per inch on the barrel/ missile.
That took about 15 seconds.

But, if you need points, [(10-Use) + {5 x # of d6 Damage.}]

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OneEye589
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Post by OneEye589 » Thu Jul 02, 2009 9:36 pm

Well, I have a couple of mortar cannons which are basically my artillery. Here's the stats.

Jackhammer Heavy Mortar Launcher (15CP)
Use 6
18” Range
2d10explosion
Infinite 2d10exp rockets and takes one turn to reload

I used my home rules on infinite explosive rounds. The formula for CP of that is:

CP = (d10 of damage you want it to deal) X 3
And it takes one turn to reload.

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Greenkey15
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Post by Greenkey15 » Thu Jul 02, 2009 10:00 pm

That's a lot better. I just like the part where you don't need LOS to fire, as long as you somehow know the target is there. I'd add that.

Funky Weasel
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Post by Funky Weasel » Fri Jul 03, 2009 7:14 am

I would just use the basic creation rules, but I am lazy.
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benkim123
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Post by benkim123 » Fri Jul 03, 2009 7:18 am

Me too. :(
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OneEye589
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Post by OneEye589 » Fri Jul 03, 2009 9:14 am

Greenkey15 wrote:That's a lot better. I just like the part where you don't need LOS to fire, as long as you somehow know the target is there. I'd add that.
Oh, I did have that in there at one point. Wonder what happened to it...

I remember that I couldn't figure out how much CP it would cost. I would say it would probably be a multiple of how many d10s of damage it dealt. The use rating would also go pretty high comparatively. Probably by 3. Well, here's a shot at it:

Firing Blind +7CP: When firing this weapon you can choose targets that are not within your line of sight. If you choose to use this ability, increase the use rating for the shot by 3.

I just multiplied it by 5 (it's a 2d10 weapon) and then subtracted 1CP for every +1 use.

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Ranger S2H
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Post by Ranger S2H » Fri Jul 03, 2009 11:11 am

I've got a nice WW2 style artillery gun.
it takes an action to set it up,
an action to put a shell (MkIII) in,
an action to ready it,
and an action to fire it.

the solution to all this is to use a larger crew, with 4/3 figs (normally 3 and an officer) I can ready the gun in turn 1, and fire a round each turn after that as long as there are shells left and the crew doesn't get shot.

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piltogg
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Post by piltogg » Tue Jul 07, 2009 1:56 pm

construct a windage stick, a rectangular piece of wood with a toothpick glued to the middle. now marker on there numbers 1-6 haveing both 3 and 4 in the middle (the whole thing should be about 4 inches long.)before takeing a shot, place the windage stick in front of your arty.
now when you roll to see if you hit with a d6 a 3 and 4 would hit the target, (use explosives rules for damage) to calculate where a missed shot lands measure the distance from the barel to the target, then move your tapemeashure to the number you rolled on the windage stick. then the missed shot hits whatever is in range of the explosive at the number of inches away from the arty the target was.

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OneEye589
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Post by OneEye589 » Tue Jul 07, 2009 4:03 pm

Or you could just do something akin to missed shots. It would be easier than making up an entire rules-set.

Just make sure that the Use Rating is ridiculously high if the target is not in line-of-sight. The minifig is almost sure to miss, and then the opposing player can do what they usually do for missed shots (use rating - rolled use = radius around target), but it hits the ground around the target. It's what you should do for explosives anyway.

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Ranger S2H
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Post by Ranger S2H » Tue Jul 07, 2009 6:46 pm

I use my 40k scatter die for missed explosives

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Strana
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Post by Strana » Fri Jul 10, 2009 1:40 am

well price the launcher as stated in explosives, remove the random range if this weapon is ww 1 and above. roll a d10 this is the amount of inches the shot has strayed, for dirrection if youll notice the facing on a d10 is a triangle follow the direction of the triangle. minus from the d10 scatter how many times over use rating you fired the weapon. oh and double range or inches it can be fired.


etc

Long range explosive delivery device

SL2 3"long = 6cp
wheeled (towed)
Class V launcher (modified) use: 15 range:60" dmg: 1d6 cost:15 cp
alternatively can fire class V explosives cost per: 5 cp
this type of vehicle takes approximatly a crew of 4 to operate for firing.

total cp cost with 3 explosive rounds 36:cp


example of operation:

theres a huge squad of infantry just waiting for shrapnel to impinge upon thier flesh and your ready to deliver.

you crew of four works as a team and cranks out a 3, 5,2,5. just enough to fire. centering the attack point on the middle of the enemy squad you roll wour windage dice (d10) it comes up a 5 and the arrow points back towards you, because of the inacuracy of you shot only slightly less than half of the squad get served hot metal death pie.
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benkim123
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Post by benkim123 » Fri Jul 10, 2009 1:45 am

If you are playing a pirate battle you have to grease or oil the cannon, if not it will explode.
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Strana
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Post by Strana » Fri Jul 10, 2009 2:02 am

thats what fish is for
DARN
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benkim123
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Post by benkim123 » Fri Jul 10, 2009 3:17 am

All you have to do is catch and squeeze a fish until its eyes pop and its intestines come out. :D :D
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