01-02-2016, 03:10 PM | #1 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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[High-Tech] Early Light-Anti-Tank weapons
The M1A1 Bazooka and the Panzerfaust 30 in High-tech both have Acc 0. This means you don't get any bonus to hit if you aim, even if you do so for multiple seconds. This seems a bit surprising: neither is a terribly precise weapon AFAIK, but they're fairly sizable and have sights: Acc 1 would be the same as a very small handgun.
G:WWII gives them Acc 9 and 4 respectively. Those are 3e figures, in the same ballpark as a carbine and a pistol. I'm not sure if this is errata, a different view or better research. Any ideas? |
01-02-2016, 03:19 PM | #2 | |
Join Date: Aug 2007
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Re: [High-Tech] Early Light-Anti-Tank weapons
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Even later RPGs with fewer bugs like an RPG-7 have only half the velocity of a handgun bullet and tend to corkscrew naturally. Some while simply appear to turn in a random direction for no apparent reason. Others will hit the ground too soon or fly well over the target. These weapons are good enough to use in combat at very limited ranges but he percentage of misses is quite a bit higher and the distance (or even direction) missed by is much, much higher.
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Fred Brackin |
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01-02-2016, 03:43 PM | #3 | |
Join Date: Jul 2008
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Re: [High-Tech] Early Light-Anti-Tank weapons
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There are actually a considerable number of Acc 0 handguns in High Tech and associated materials.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-02-2016, 04:15 PM | #4 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [High-Tech] Early Light-Anti-Tank weapons
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01-02-2016, 06:08 PM | #5 |
Join Date: Jul 2008
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Re: [High-Tech] Early Light-Anti-Tank weapons
Yeah, that looks solid.
I don't know that I'd expect those weapons to deserve better than zero Acc, but an absolute disincentive to make any kind of effort at aiming seems unlikely to be appropriate. (I'm pretty sure the Panzerfaust could require substantial elevation to reach targets within its expected range, for instance.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
01-02-2016, 06:16 PM | #6 |
Join Date: Oct 2008
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Re: [High-Tech] Early Light-Anti-Tank weapons
I find the acc values in HT very low for the LAWs. I do not have actual experience with bazookas or panzerfeusts but having fired the M72 with acc 1 by using the default from pistol skill it felt more like a acc 2(or perhaps 3) weapon.
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01-02-2016, 06:28 PM | #7 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [High-Tech] Early Light-Anti-Tank weapons
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01-02-2016, 09:01 PM | #8 |
Join Date: May 2015
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Re: [High-Tech] Early Light-Anti-Tank weapons
To accurately model such rockets, I would suggest giving them some positive Acc but then also adding a maximum total to-hit value (like the way a Wild Swing can't exceed effective to-hit of 9), and/or a separate chance to miss or go off course.
Ideally I'd want no skill maximum and to give a bonus for aiming, but to have a success mean that the aim is on target, but then the actual rocket path varies randomly by a certain amount. For some weapons, you can even find statistics on the spread during test firing, if you care enough. |
Tags |
acc, high-tech, law |
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