Minifig Anti-tank weapons?
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- Cpt. Zipps
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- Cpt. Zipps
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- lrdofbricks
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you could always use mortars
MORTAR
ur:8 (needs 3 people to operate)
range: 48 inches
damage: 2d20 (x inch radius)
reload 1-2 rounds
mortars have value becuase they can hit thing from virtually across the map. however, you have to flag the target area with a circle the turn before, so your opponet gets a chance to clear the area. however, by using a larger mortar qith maybe a 6 or 7 inch radius, a tank wouldnt be able to retreat.
MORTAR
ur:8 (needs 3 people to operate)
range: 48 inches
damage: 2d20 (x inch radius)
reload 1-2 rounds
mortars have value becuase they can hit thing from virtually across the map. however, you have to flag the target area with a circle the turn before, so your opponet gets a chance to clear the area. however, by using a larger mortar qith maybe a 6 or 7 inch radius, a tank wouldnt be able to retreat.
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- Theblackdog
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You don't sound very decisive about it, but I agree that upgrading the "standard" unlimited ammo bazooka to mk.II (and maybe giving your elite troops a few ammo-limited Mk. III bazookas to take out the heaviest units) is the best option. I think.Cpt. Zipps wrote:I think that in my Ultimate Weapons supplement I will make stats for bazookas with unlimited MK II missiles I think.
Also, I made a rule that vehicles' rear armor is 1 AV (1D10) lower than their side and front armor, which gives troops an edge in taking down larger units if they can get behind them.
The problem is that although tanks present a large target area, their high speed often negates the targeting bonus. Rayhawk hath stated that attacks on a vehicle get +1 to skill for every 2" of vehicle size -1 to skill for every 6" the vehicle moves (although I modified this by ruling that the total skill modifier can't be negative) The typical armored vehicle in my army is 6-8" long and moves at between 12" and 18" per turn. That means that you will get a skill bonus of, at most, +2 (and usually only +1.)Fulizer wrote:An alternate way is to attach a stupidly overpowered weapon to a minifig then give it such a high use it's only any good against tanks anyway.
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These are all very good ideas, but I like the classic, one man + one missile = dead tank.
http://s278.photobucket.com/albums/kk12 ... ontank.flv
http://s278.photobucket.com/albums/kk12 ... ontank.flv
- pesgores
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"The result of a hit on a fully armoured tank is spectacular."Warhead wrote:These are all very good ideas, but I like the classic, one man + one missile = dead tank.
http://s278.photobucket.com/albums/kk12 ... ontank.flv
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My official post number 1000 was "The whole battle?"
My official post number 1000 was "The whole battle?"
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I think I would be happy to fight tanks with Infantry with enough AT missiles. So long as there's cover enough to shoot and scoot. I think AT Missiles should have better effect on armour and no area effect. (There specialised to kill armour) so maybe Mrk II 2D10? Damage but all armour is 1/2 value? Something like that or is it too different to existing rules?
I think I would be happy to fight tanks with Infantry with enough AT missiles. So long as there's cover enough to shoot and scoot. I think AT Missiles should have better effect on armour and no area effect. (There specialised to kill armour) so maybe Mrk II 2D10? Damage but all armour is 1/2 value? Something like that or is it too different to existing rules?
- IVhorseman
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Something I've been tossing around in my head is weapons that multiply their damage by the structure level of their target.
So if something has class 0 armor it does no damage, but class 3 armor does 3x the damage.
So if something has class 0 armor it does no damage, but class 3 armor does 3x the damage.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.