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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 1:17 pm
by Valiant
3d10 work for you bann?

For tanks in the new year, I'll start off with the Ontos Tank Destroyer, then the Challenger 2(once I get some BrickMania track links: the standard Lego one's are one stud too wide).

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 1:20 pm
by bann154
Valiant wrote:3d10 work for you bann?

For tanks in the new year, I'll start off with the Ontos Tank Destroyer, then the Challenger 2(once I get some BrickMania track links: the standard Lego one's are one stud too wide).
3d10+20 is still pretty obscene +10 perhaps?

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 1:24 pm
by Valiant
The +20 only applies to the hull and turret front when coming under general fire. Can we settle for +15?
Also, TROPHY has been made less OP by giving it a one in six chance to fail detonating incoming warheads.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 1:28 pm
by RedRover
I think +10 is more fair. That is like an automatic maxed out d10 on a 4d10 roll

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 1:36 pm
by bann154
Valiant wrote:The +20 only applies to the hull and turret front when coming under general fire. Can we settle for +15?
Also, TROPHY has been made less OP by giving it a one in six chance to fail detonating incoming warheads.
the average roll of 1d10 is 5.5 for a grand total of 16.5 for the average 3d10 dice roll so have +10 would get you close to having 5d10 armor +15 closer to 6d10 or the +20 you had closer to 7d10 so +10 is still pretty big bonus wouldn't you say?

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 1:41 pm
by RedRover
The point of brikwars is that everything is destroyed or dies. A successful game is marked by carnage and desolation.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 2:21 pm
by Valiant
Alright, +10 it is.
And for anyone creating tanks, I would recommend that you outfit them with ERA, as it greatly increases their survivability.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 3:17 pm
by Valiant
Revised statcards for both Leopards.

Image
For the ERA, there is a 1/6 chance that it will fail to detonate.

Image

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:05 pm
by Silent-sigfig
Very nice tank models.

As for this armor debate, simply armor plating the area should be enough without the +10. However, adding ERA/ rocket cages that could negate a single shot would be interesting.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:12 pm
by Valiant
What does armour plating do exactly? It still confuses me, although I think it's similar to shields.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:13 pm
by Silent-sigfig
Pretty much. It just removes 1 die from any attack, and unless specifically aimed elsewhere attacks always it hit.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:14 pm
by bann154
Valiant wrote:What does armour plating do exactly? It still confuses me, although I think it's similar to shields.
It removes one die of damage from each incoming source of damage so 3d6 goes to 2d6 or 2d10 goes down to 1d10

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:19 pm
by Valiant
:rei:
Almost a year now and I never knew...
Well, I'll have to give the playtest another go, as this changes everything that I knew armour was. Dang it.

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:26 pm
by bann154
Valiant wrote::rei:
Almost a year now and I never knew...
Well, I'll have to give the playtest another go, as this changes everything that I knew armour was. Dang it.
well atleast you find out now rather than in the heat of battle eh?

Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Posted: Sat Jan 02, 2016 11:51 pm
by Valiant
That's for sure :D .