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09-26-2022, 04:38 AM | #1 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Wall tanking
So I ran a demo the other day and one of the players (who had played once) put heavy structure and two big lasers (for long range) on one side and then hugged the other side to a wall the entire duel. Quite effective, if boring, tactic. He only lost because all three opponents spent at least one attack on him every turn. All three final cars were down to 1-2 hp on the PP in the final turn. How would you counter this tactic?
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
09-26-2022, 11:34 AM | #2 |
I do stuff and things.
Join Date: Aug 2004
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Re: Wall tanking
Personally, I would team up with everyone else and wipe that player out. And then never invite them to another game. Life is too short to play with someone who isn't looking to have fun.
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Battlegrip.com, my blog about toys. |
09-26-2022, 11:43 AM | #3 |
Administrator
Join Date: Aug 2006
Location: The Central Network
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Re: Wall tanking
You could counter with the big, punchy weapons that could strip the structure away quickly (depending on the point values you are playing at). Once that is gone, so is the advantage of that tactic.
You could also try to get in close and outside of the single firing arc he has armed, staying behind or in front of him, and hitting his weaker front or rear. If you are inclined to collisions, while you'd only do armor/structure damage on his tough side for the initial impact, if you keep pushing, the next collision will cause damage to his side that hits the wall, where he has sacrificed defense. But you'd have to be willing to take it twice yourself for this tactic. Or if you can withstand being in his firing arc for a bit, you can force him into collisions with the walls or other obstacles by boxing him in and not giving him the space to maneuver. |
09-26-2022, 11:49 AM | #4 |
Administrator
Join Date: Aug 2006
Location: The Central Network
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Re: Wall tanking
If it's a problem that comes up often, and you want to discourage the tactic in general, then you could do it with arena design.
Just state before the game that in your arenas, the crowd is armed. In the Combat phase, after every player has made their attacks, any car that is within 1 car length (or whatever you decide) of an arena wall is subject to a Hand Cannon attack from the crowd on the side of their car nearest to the arena wall. Starting with the first player and then going around the table. |
09-26-2022, 05:32 PM | #5 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Wall tanking
Did he also armor up the front and back of his car, or just the side facing away from the wall?
I would have absolutely closed the distance to take away the primary benefit of his lasers. Most weapons of equivalent cost have a more-reliable damage output and a higher maximum damage potential than lasers. |
09-26-2022, 06:03 PM | #6 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Wall tanking
Quote:
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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09-27-2022, 04:13 PM | #7 | |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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Re: Wall tanking
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Here is my twist: Have the design motivate vehicle movement. For example, there could be a point system that rewards capturing "flags" or bypassing checkpoints. Other less contrived but less effective ideas: a. Require distinct arena entrances and exits forcing vehicles to eventually cross unsafe territory. b. Maybe there could be a "timer" that disqualifies a contestant that shelters too long or avoids combat too much. |
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09-28-2022, 08:51 AM | #8 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
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Re: Wall tanking
I don't believe it's a problem that needs solving. He came in dead last in a 4-player game. It's not a particularly effective strategy in 6e — just a boring one — and y'all DID counter it.
I would get in his way and make him either turn away or ram my car. If he tried this tactic over multiple games, I would equip a large rear gun and drive in front of him. He'd have to either commit fully and keep taking shots in his nose, or turn away from the wall and expose his weak side. |
09-26-2022, 06:09 PM | #9 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Wall tanking
Well, that seems a bit harsh, especially with a second time player, first time designer. I'll probably run some more games at that venue, so we'll see what he does. I mentioned that it was pretty cheesy, and he was ganged up a bit, so...
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
09-26-2022, 10:13 PM | #10 | |
Join Date: Aug 2004
Location: Twin Cities, MN
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Re: Wall tanking
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If possible, vary up your arena/duel setting choices so your players try different ideas. In-game, attacking their weaker sides and/or ganging up on the dangerous opponent are both reasonable responses to me. Have fun!
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