Newbish n00b questions, MkII

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bann154
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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Jan 06, 2016 7:48 pm

Valiant wrote:
bann154 wrote:Alright i have a question that relates more to custom weapons than anything is it acceptable for a size 5-6 launcher to fire an object (equivalent to a size 2 explosive) and it do 10d6 damage? Or would it be bound to gaining momentum for its size?
Are you questioning the raw power of the unadulterated Rheinmettal L/55 120mm Smoothbore Gun?
The reason why it is capable of doing 10d6 damage is due to the barrel length and ammunition type. While a 1" depleted uranium round can do 10d6 damage to 3d10 armour and above, it will only ever do 2d6 damage to 2d10 and lighter armoured vehicles/beings. This launcher is also limited in the fact that the vehicle it's installed on can only carry 14 rounds, and has to carry HEAT, HE and canister rounds on top of APFSDS. All of these ammo types are designed to counter a certain type of enemy/structure. Once an ammunition type is depleted, then the tank is unable to counter certain units anymore.

These are the ammunition stats. You can also view them on the ABS Defence Systems Weaponry page.
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DN08 HEAT Round
Damage: 8d6 against lightly armoured targets (1d10-2d10), 6d6 against heavily armoured targets (3d10-5d10) and 4d6 against infantry.
Range: 36"
DM12 APFSDS Sabot Round
Damage: 10d6 against heavily armoured targets (3d10-5d10), 10d6 against lightly armoured targets (1d10-2d10) and 10d6 against infantry. However, only 2d6 can be used against infantry and lightly armoured targets. Due to the sabot's nature, it will always over-penetrate the target, even if the target didn't take damage from the roll.
Range: 36"
DL07 HE Round
Damage: 5d6 against lightly armoured targets, 8d6 against infantry (3" radius) and 3d6 against heavy armour.
Range: 36"
M1028 canister round
Damage: 10d6 against infantry (5" radius), 3d6 against lightly armoured targets and 1d6 to heavily armoured targets.
Range: 30"
Yes i am questioning the fact that it has a size 6 launcher treated as a size 10 gun. Why? Because its a game rather than real life so why should it be tailored to be life like when it will simply one shot everything thats not a death tank. Does this mean that if i created a 40k leman russ in lego i should make its battle cannon do 15d6+ damage because its a 120mm smoothbore cannon that is designed to penetrate rockcrete and adamantium? It is not a question of power its a question of is this fair or even close to realistic in the brikwars universe.
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Re: Newbish n00b questions, MkII

Post by RedRover » Wed Jan 06, 2016 8:07 pm

Only 14 rounds? What brikwars game have you witnessed that's gone longer than 14 rounds?

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Re: Newbish n00b questions, MkII

Post by Valiant » Wed Jan 06, 2016 8:52 pm

I meant... nevermind.
If I need to for game balance, I can always reduce the amount of ammuntion carried. For example, if I were to have a battle with Bann, I could reduce the ammo loadout to 8 rounds. With four types of ammunition that need to be load, a low ammo count can help balance out the damage potential.

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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 06, 2016 8:52 pm

As long as units with Valiant stats are only going up against other units with Valiant stats, I don't see any reason to complain. There'd be no way to balance these units against regular brikwars units, but it doesn't seem like the kind of thing that was likely to come up. I imagine anybody playing in a game with these knows what they're getting into, and designs their own units accordingly.
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 06, 2016 8:54 pm

Brikwars' power curve is designed to relate to real-world statistics and measurements on something approaching a logarithmic scale, while Valiant's is closer to linear scaling in relation to real-world stats. There's not anything wrong with choosing one or the other, they just don't mix very well.
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Re: Newbish n00b questions, MkII

Post by Valiant » Wed Jan 06, 2016 9:09 pm

stubby wrote:As long as units with Valiant stats are only going up against other units with Valiant stats, I don't see any reason to complain. There'd be no way to balance these units against regular brikwars units, but it doesn't seem like the kind of thing that was likely to come up. I imagine anybody playing in a game with these knows what they're getting into, and designs their own units accordingly.
Adding on to what Stubby said: When you see my armoury post (Saturday probably) you'll see that my military is actually quite small. To make up for this, I've put most of my time and effort into creating a formidable armoured corps. That's why you don't usually see aircraft or other ground forces in my armoury posts.

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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 06, 2016 9:20 pm

Sure, but the individual tanks have stats that are higher than theoretically physically possible under normal Brikwars rules, because of the different scaling. It'll work fine if everyone else also has stats that scale appropriately with yours. But standard Brikwars units will be like tissue paper against these numbers.
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 06, 2016 9:32 pm

They just seem like units that are designed for a more realistic and less cartoony style of play. Where a gun that's ten times as powerful in the real world is closer to ten times as powerful in game stats, and ten times the range in the real world is closer to ten times the range in game stats, instead of standard Brikwars' system of just getting one more die or +5" with each x10 order of magnitude, or two more dice or +10" for x100.

Going for realism instead of cartoon logic is a perfectly valid alternate way to play the game, as long as everyone else is on the same page.
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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Jan 06, 2016 9:34 pm

stubby wrote:As long as units with Valiant stats are only going up against other units with Valiant stats, I don't see any reason to complain. There'd be no way to balance these units against regular brikwars units, but it doesn't seem like the kind of thing that was likely to come up. I imagine anybody playing in a game with these knows what they're getting into, and designs their own units accordingly.
That means i should just jack up all my units accordingly?
Valiant wrote:Adding on to what Stubby said: When you see my armoury post (Saturday probably) you'll see that my military is actually quite small. To make up for this, I've put most of my time and effort into creating a formidable armoured corps. That's why you don't usually see aircraft or other ground forces in my armoury posts.
So your saying every faction should have but one super jacked up tank and that should do all the fighting and be able to snuggle another army single handedly?
stubby wrote:Sure, but the individual tanks have stats that are higher than theoretically physically possible under normal Brikwars rules, because of the different scaling. It'll work fine if everyone else also has stats that scale appropriately with yours. But standard Brikwars units will be like tissue paper against these numbers.
By that statement that means it would be just a waste to fight something like that with regular brikwars stuff?
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 06, 2016 9:36 pm

I'm saying if you're going up against a guy who's decided that tank cannons do 10d6 damage, then make sure all your equivalent cannons also do 10d6 damage, so that you feel like your tanks both fit in the same universe.

That's the only thing that's really important. Numbers are arbitrary. It's only the relation between them that matters.
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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Jan 06, 2016 9:45 pm

stubby wrote:I'm saying if you're going up against a guy who's decided that tank cannons do 10d6 damage, then make sure all your equivalent cannons also do 10d6 damage, so that you feel like your tanks both fit in the same universe.

That's the only thing that's really important. Numbers are arbitrary. It's only the relation between them that matters.
So everything should be the same or never mix then?
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 06, 2016 9:56 pm

I think, as a very broad rule, you'll have a better time if you feel like there's some minimum consistency and the different player's units make some kind of in-universe sense in relation to each other. But I'm not going to make a rule mandating it or anything.
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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Jan 06, 2016 10:15 pm

stubby wrote:I think, as a very broad rule, you'll have a better time if you feel like there's some minimum consistency and the different player's units make some kind of in-universe sense in relation to each other. But I'm not going to make a rule mandating it or anything.
Well you have done enough for me Stubby thanks!
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Re: Newbish n00b questions, MkII

Post by Valiant » Wed Jan 06, 2016 10:29 pm

What I can also do, bann, is create a statcard for the Leopards that are more BrikWarz, as to keep my vehicles in context when I'm playing with you. Sound good?

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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Jan 06, 2016 10:33 pm

Valiant wrote:What I can also do, bann, is create a statcard for the Leopards that are more BrikWarz, as to keep my vehicles in context when I'm playing with you. Sound good?
Thats an excellent idea. Yeah that would appease my bitching. :)
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