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Old 09-28-2021, 07:41 PM   #21
kjamma4
 
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
Default Re: CCW/Compendium Rules Question - Incoming damage?

Yep, we now circle back to absurdity and ratios.

Since "no more than 1/3 of the total spaces in a vehicle can be devoted to weapons that fire from any one side (round down)" why would a shot to the front automatically hit the only weapon regardless if it was a one-third space Mini Rocket or a five space Heavy X-ray Laser?

If you don't use up the full 1/3 spaces available, couldn't the shot miss any weapon(s) on that side?

It's always a balance between reality, simplicity, and fun.
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Old 09-29-2021, 12:30 AM   #22
swordtart
 
Join Date: Jun 2008
Default Re: CCW/Compendium Rules Question - Incoming damage?

It's not hard to calculate based on space*, it's a lot more credible (realistic in CW is hard to obtain) so the only question "is it fun". Combat is the focus of the game so if you spend a couple of extra dice rolls here and it reduces cheesy gameplay it makes it more fun.

YMMV.

*The only real issue are the odd components that have DPs but take up no space or the ones that take up space but have no DPs. Often these are tied to other items and are destroyed with them so you add the space or DPs to that item. You can house rule the few odd ball items (and CW has always had odd ball items that break one rule or another).
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Old 09-29-2021, 01:20 AM   #23
HeatDeath
 
Join Date: May 2012
Default Re: CCW/Compendium Rules Question - Incoming damage?

Quote:
Originally Posted by swordtart View Post
It's not hard to calculate based on space*, it's a lot more credible (realistic in CW is hard to obtain) so the only question "is it fun". Combat is the focus of the game so if you spend a couple of extra dice rolls here and it reduces cheesy gameplay it makes it more fun.

YMMV.

*The only real issue are the odd components that have DPs but take up no space or the ones that take up space but have no DPs. Often these are tied to other items and are destroyed with them so you add the space or DPs to that item. You can house rule the few odd ball items (and CW has always had odd ball items that break one rule or another).
The limit, as "calculating based on space" goes to absurdity, is that your rules and record sheet encode a low-res wireframe 3D model of your vehicle, with per-vertex damage modeling. :D

Computers do this better than people, which is why boardgames don't do it anymore.
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Old 09-29-2021, 08:23 AM   #24
kjamma4
 
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
Default Re: CCW/Compendium Rules Question - Incoming damage?

Well, if you are in the mood for absurdity.....

Luxury - can mount six spaces of weaponry per side.

Vulcan x 1 = 2 spaces
Mini Rocket x 4 = 4/3 spaces
Light Rocket x 3 = 3/2 spaces
Targeting Laser x 1 = 0 spaces
Fake Weapon x 1 = 0 spaces
"Unused Space that could have mounted weaponry" = 7/36
  • Vulcan has 12 in 36 chance of being hit.
  • Each Mini Rocket has 2 in 36 chance of being hit.
  • Each Light Rocket has 3 in 36 chance of being hit.
  • Targeting Laser cannot be hit as it has no space.
  • The fake weapon can never be hit - not because it has no space but because it is an accessory. Not that it matters since is has no DP. Leads to another conundrum - when a side with a fake weapon is hit, you can figure out it is fake since the damage goes directly to the armor.
  • You have a 7 in 36 chance of missing a weapon and going directly to the armor.

Works out nicely that each item is broken down into X/36th chance. Roll two dice and consult chart below.

Code:
	1	2	3	4	5	6
1	Armor	Armor	Mini3	Light2	Vulcan	Vulcan
2	Armor	Mini1	Mini4	Light2	Vulcan	Vulcan
3	Armor	Mini1	Mini4	Light2	Vulcan	Vulcan
4	Armor	Mini2	Light1	Light3	Vulcan	Vulcan
5	Armor	Mini2	Light1	Light3	Vulcan	Vulcan
6	Armor	Mini3	Light1	Light3	Vulcan	Vulcan
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