07-30-2014, 03:53 PM | #31 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Rocket Artillery (TL 4)
How is that relevant? They used modern fuses which are far far superior to anything that the Koreans had in the 1500s. They used modern black powder which is manufactured and tested using stringent safety and quality control procedures using modern electronic equipment and modern scientific knowledge. No way would a Korean rocket have performed as reliably as anything the Mythbusters used on that show. Not even the rockets that the British experimented with in India 250 years later would have performed as reliably. The failure rate of a primitive rocket is way higher than Mythbusters would let you believe. It would be impossible to cram that many together into the contraption that Mythbusters used. The chance of at least one of them exploding is virtually guaranteed.
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07-30-2014, 04:05 PM | #32 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Rocket Artillery (TL 4)
Yep. Same goes for TL5 rockets. There are plenty of reports available from 18th C British experiments in India.
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07-30-2014, 08:00 PM | #33 |
Join Date: Feb 2007
Location: New York City
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Re: Rocket Artillery (TL 4)
Shure. But if you fire a bunch at a ship, army (or large unit in formation) or fortification it should increase your chance of some hits.
Last edited by Tinman; 07-31-2014 at 04:02 AM. |
07-30-2014, 08:46 PM | #34 |
Join Date: Nov 2009
Location: Oregon
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Re: Rocket Artillery (TL 4)
Ideally, we'd treat artillery fire as an area attack with a high chance of scatter. In 3rd edition, indirect-fire attacks had an automatic -10 to hit (before modifiers for range and target size). You'd be likely to miss with the first salvo, but a Forward Observer could help additional shots land closer to the target point. The effect at the point of impact would depend on the nature of the artillery. Standard HE shells would be an explosion centered on that point, while multi-projectile attacks like shrapnel shells effectively be Area Bombardment attacks. Cluster munitions or multiple HE rockets dealt an average amount of explosive and shrapnel in an area, less damage in wider area, with a small chance of a direct hit for massive damage.
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07-30-2014, 11:49 PM | #35 |
Join Date: Jul 2008
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Re: Rocket Artillery (TL 4)
The cap only prevents that if you've gotten your chance to hit pretty far up already.
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07-31-2014, 02:46 AM | #36 |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Rocket Artillery (TL 4)
And once you fire enough of them, you are better served by spreading out your fire. I don't see why suppressive fire couldn't be used for this. IF a Hwatcha really fired 500 arrows, thats ROF 500 x 1(LONG reload). Why use the rules for suppression fire(the erratic nature of the device pretty much means everything isn't going to shoot at once, or even near the same area. So I think suppressive fire can certainly model it, and then you just space it out to a certain area. Like maybe 20 rockets per 2 hexes, so that could be a a 50 hex swath of destruction.
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07-31-2014, 06:12 AM | #37 |
Join Date: Jan 2010
Location: Brighton
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Re: Rocket Artillery (TL 4)
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07-31-2014, 11:17 AM | #38 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rocket Artillery (TL 4)
The Scatter rules are very generous to long range explosive weapons, even misses by 10+ are usually going to saturate the area with explosions and shrapnel.
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07-31-2014, 11:49 AM | #39 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Rocket Artillery (TL 4)
The thingamajig that the Mythbusters tested can easily fire down a tunnel. It might not be the best idea, but it's certainly possible.
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07-31-2014, 11:56 AM | #40 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rocket Artillery (TL 4)
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Tags |
rate of fire, rockets, wild swing |
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