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#9 | |
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Join Date: Dec 2006
Location: Madison, AL
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Quote:
Maybe bulk/3 could be used to determine how long it take for full acc, but I would only have this rule apply to weapons aimed using handwheels or relatively equal mechanical means. I ran two small combats last night to playtest this rule. Two players were in tanks, one was a Panzer III Ausf. J with a 5 cm L/60 main gun while the other was in PZ IV with a 10.5 cm howitzer for a main cannon (not exactly historic, but think of it as a german version of what we did with the Sherman and a 105 mm). They fought two other players, one with a 7.5 cm anti-tank gun and the other in a T-28 Soviet Tank. I put the acc steps as part of the weapons stat line so the 5cm line looked something like this (btw, we use decade scal for damage): 5 cm KwK 39 Range: 1500, acc: +7/11/13, Dmg: 3d(2), follow-up: 1d-3, RoF: 1/2 The 10.5 cm gun had its acc spread over 4 steps: +5/8/10/12. Written this way the player knew right away what his bonus to hit was. I made a ruling on the fly that an IQ-based gunner(Cannon) roll would allow an additional +1 to be gained per turn of aim, but the maximum could not surpassed (+12 in this case) without going into Precision Aiming rules. The players said they all liked it and that it made them feel like the weapons were working as they ought to. Since we're mostly playing with vehicles of RoF 1 to 1/4 and that have similar acc values (they have maybe 3 or 4 points difference), it would be easy to make a couple tables that will lay out the acc steps given a RoF and acc value. Since the table would only be referenced once to make the weapon's stat line, it won't (and didn't) add any additional time to the combat, and in fact saved time since some of the bonuses (mount, sights, and aiming time) are already accounted for. |
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| Tags |
| houserule, vehicles, wwii |
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