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Only War Beta
Lead the charge against the enemies of mankind
Moderator: FFG Andy FischerFFGMark Topics: 107 | Posts: 1645
AT-Weapons vs. Vehicles: Automated Testing Results
Published on 18 July 2012 - 08:25:07
Page 3 of 4 (47 messages) « First page... 2 3 4 ...Last page »
Reply #31 | Published on 24 July 2012 - 10:35:52

 i think having multipliers factored into what already has addition and subtraction just makes combat clunkier and slower paced. Keeping any additional tank hunter trait to just a positive bonus to penetration would make more sense.

"Tank Hunter X - If this weapon is fired at a target that is a vehicle it gains + X penetration."

"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."

Reply #32 | Published on 25 July 2012 - 11:20:49

Since the Week 4 Update was rather disapointing for me (no news on  Vehicles, AT Weapons)  I've decided to write a set of new tools. Among them a Weapon creator that supports a list of weapon properties and a hotfix tester that can be used to modify damage and pen values without changing the weapon itself to test our various proposed fixes.
Currently the following is planned:

Weapon properties:

  • Accurate
  • Razorsharp
  • Corrosive
  • Lance
  • Proven (X)
  • Tearing

Hotfixes:

  • Decrease SI by X
  • Decrease Armor by X
  • Increase Pen by X
  • Increase Dmg by X
  • Override Rng (X) - Replaces actuall rolling with fixed number.
  • Override DoS (X) - Sets Degrees of Sucess to a fixed value.

I'm currently looking for suggestion on weapon properties and hotfixes that can be implemented.
I'm also looking for target numbers though this can wait until the tools are actually finished. So I'd like to know how long certain weapons should take to destroy certain targets (assuming 100% hit chance).

Reply #33 | Published on 25 July 2012 - 19:49:07

This issue has been going on forever in FFG

Some more recommendations

It's everlasting and nobody is willing to fix it.  I swear it shouldn't take a bio titan 90 rounds to kill a land raider.

 

"What do you mean I can't start a Dark Heresy game in the middle of a Tyranid invasion?"

 

"GRIBBLES! GRIBBLES! I must have more GRIBBLES!"

Reply #34 | Published on 26 July 2012 - 04:35:12

SirRunOn said:

This issue has been going on forever in FFG

Some more recommendations

It's everlasting and nobody is willing to fix it.  I swear it shouldn't take a bio titan 90 rounds to kill a land raider.

 


Interesting, I wasn't aware of a similar problem in the DW rulebook. Anyway, I plan on solving this problem, even if I have to use….math

Reply #35 | Published on 26 July 2012 - 17:11:01

Musclewizard said:

It's actually quite important that RF does NOT deal at least 1 point of damage to vehicles
If it would 2400 Guardsman coulld destroy a Baneblade in 6 seconds.
2400 Guards with BS 35, half action aim and single shot gives effective BS of 55. So of 2400 Guardsman ~1200 hit. Out of 1200 Guardsman one in 10 rolls a 10 -> 120 Damage to the Baneblade.

This also assumes that (1) "1200 Guardsmen" would be used as 1200 Solo units and not a Horde; (2) these NPCs can all cause RF - I was under the impression that OW kept RF potential only to characters with Fate Points, like PCs and important named NPCs, not a faceless mass even if they're Cadians.

Also it is sort of appropriate for a simultaneous volley of so many shots to hurt a tank…even if it doesn't explode it it shouldn't be completely shrugged off. 

Without Signature
Reply #36 | Published on 26 July 2012 - 17:15:04

Kshatriya said:

Musclewizard said:

 

It's actually quite important that RF does NOT deal at least 1 point of damage to vehicles
If it would 2400 Guardsman coulld destroy a Baneblade in 6 seconds.
2400 Guards with BS 35, half action aim and single shot gives effective BS of 55. So of 2400 Guardsman ~1200 hit. Out of 1200 Guardsman one in 10 rolls a 10 -> 120 Damage to the Baneblade.

 

 

This also assumes that (1) "1200 Guardsmen" would be used as 1200 Solo units and not a Horde; (2) these NPCs can all cause RF - I was under the impression that OW kept RF potential only to characters with Fate Points, like PCs and important named NPCs, not a faceless mass even if they're Cadians.

Also it is sort of appropriate for a simultaneous volley of so many shots to hurt a tank…even if it doesn't explode it it shouldn't be completely shrugged off. 

Tanks are kinda known for effortlessly shrugging off small arms fire.

Iron within, Iron without!

"it wouldn't be 40k if no skulls were involved"

-Cifer

Reply #37 | Published on 26 July 2012 - 17:23:10

Kshatriya said:

This also assumes that (1) "1200 Guardsmen" would be used as 1200 Solo units and not a Horde; (2) these NPCs can all cause RF - I was under the impression that OW kept RF potential only to characters with Fate Points, like PCs and important named NPCs, not a faceless mass even if they're Cadians.

Also it is sort of appropriate for a simultaneous volley of so many shots to hurt a tank…even if it doesn't explode it it shouldn't be completely shrugged off. 

Well there's no horde rules in OW and since RF was changed from exploding dice to mini-criticals NPCs can use them by default (though the GM may change this, as of page 183).
Once again, if you allow any weapon to deal damage to any target on a 10 even 1200 guardsman (treated as solo units) with sticks and stones could destroy a baneblade in one round.
Now I don't think that adding RF minimum damage for vehicles would really change anything. It might change the HtK from "Can't damage" or extremley high numbers (like 1000+) to SI * 10. Still 700 hits to destroy a Leman Russ is still idiotic and not the solution to the problem.

What is needed in my opinion is a rebalancing of the toughness of vehicles (compared to the damage of AT-Weapons).
To do this I'm still looking for opinions on how long it should take for weapons to destroy targets. I could make up my own numbers but I'd like to hear the communities option before I start balancing.

Reply #38 | Published on 26 July 2012 - 20:02:31

Morangias said:

Kshatriya said:

 

Musclewizard said:

 

It's actually quite important that RF does NOT deal at least 1 point of damage to vehicles
If it would 2400 Guardsman coulld destroy a Baneblade in 6 seconds.
2400 Guards with BS 35, half action aim and single shot gives effective BS of 55. So of 2400 Guardsman ~1200 hit. Out of 1200 Guardsman one in 10 rolls a 10 -> 120 Damage to the Baneblade.

 

 

This also assumes that (1) "1200 Guardsmen" would be used as 1200 Solo units and not a Horde; (2) these NPCs can all cause RF - I was under the impression that OW kept RF potential only to characters with Fate Points, like PCs and important named NPCs, not a faceless mass even if they're Cadians.

Also it is sort of appropriate for a simultaneous volley of so many shots to hurt a tank…even if it doesn't explode it it shouldn't be completely shrugged off. 

 

 

Tanks are kinda known for effortlessly shrugging off small arms fire.

I'd think 1200 people putting out 3600 lasbolts is going to do something to parts of the tank. Maybe not penetrate its armor, but to borrow tabletop terms, maybe glance it - damage weapons, freak out the driver with a sheer volume of fire, etc.

Without Signature
Reply #39 | Published on 26 July 2012 - 21:09:31

 If you wanted to maintain the TT "feel" to vehicle destruction than it should happen through the critical hit. A Vehicle that is penetrated by a weapon probably will suffer a RF result you could add a value based on the damage dice to the critical roll (Say +1 per 2 dice?). This would give the Lascannon a real chance of disabling or killing even a Land raider in 1 shot! I would further suggest adding an additional +1 for any true "Ordinance" grade (Vehicle type in OW) weapons. This will make the Vanquisher the Tank killer it is meant to be!

The Emperor protects! (The GM does not!)

Reply #40 | Published on 27 July 2012 - 03:40:30

Radwraith said:

 If you wanted to maintain the TT "feel" to vehicle destruction than it should happen through the critical hit. A Vehicle that is penetrated by a weapon probably will suffer a RF result you could add a value based on the damage dice to the critical roll (Say +1 per 2 dice?). This would give the Lascannon a real chance of disabling or killing even a Land raider in 1 shot! I would further suggest adding an additional +1 for any true "Ordinance" grade (Vehicle type in OW) weapons. This will make the Vanquisher the Tank killer it is meant to be!

I think that how the DH Aphcypa handled it centuries ago but that would requier a lot of rewriting of the rules for little gain in my opinion. I'd rather change the armour and SI values a little bit to achieve a reasonable combat length between AT Weapons and armoured targets.

Reply #41 | Published on 27 July 2012 - 06:05:35

I Like the idea of RF on each penetrating hit, after all, tanks are much more likely to be disabled then destroyed in a single hit. A special weapon quality i.e "armor defeating" which could have the AP of a target would be useful for anti tank weapons and mean that autocannons would not be preferable to krak missiles in terms of tank hunting! I do think that Devastating quality (which strips unnatural toughness) could reduce armor be a set amount against vehicles, such as 3 or 5. As for 2400 guardsmen being able to destroy a baneblade in six seconds, if 2400 lasguns can't heat up metal to the point where tracks fuse, sights break, turret movement is impaired etc, I don't see nid muscle powered weapons being able to do anything to it at all….

 

 

 

 

"Success is commemorated; failure is merely filed in triplicate and blamed on somebody else."

Reply #42 | Published on 27 July 2012 - 18:27:26
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Wait. Did you actually do 1000 tests per weapon/vehicle combination instead of taking the average damage output?

Without Signature
Reply #43 | Published on 27 July 2012 - 18:37:51

Frankie said:

 

Wait. Did you actually do 1000 tests per weapon/vehicle combination instead of taking the average damage output?

 

 

Correct. This isn't really a difficult problem for a modern processor (although I performed no optimization since that would probably take longer by itself than the all the tests combined since I have no experience optimizing matlab code). You may notice a few notes placed in the table where I used 100 or even only 10 tests to get my data since a single fight between a weapon and a vehicle took so long that a 1000 tests would have taken ~10 minutes+. In such cases I reduced the number of tests.

Since I used actual dice rolls HtK results are more accurate since weapons that are incapable of damaging a vehicle on average are still capable of damaging the vehicle at above average damage rolls which leads to longer combat but still a defeat of the vehicle at some point.

Would I use averages you'd see a lot more of "Can't damage".

Reply #44 | Published on 15 August 2012 - 15:12:00

Kshatriya said:

 

I'd think 1200 people putting out 3600 lasbolts is going to do something to parts of the tank. Maybe not penetrate its armor, but to borrow tabletop terms, maybe glance it - damage weapons, freak out the driver with a sheer volume of fire, etc.

 

Not…really actually.  You're ignoring the mass of the object you're shooting at.  All of them would have to aim at a part vulnerable to warping.  I don't recomend it, but if you can drive a much smaller tank through a burning barricade, the LR would most likely shrug off the majority of it.  A driver would most likely not even hear the hits.  Remember that he or she can only hear anything inside the tank via the intercom, as the noise is tremendous, and lasbolts do not fire a physical object to ping against the side of the tank even if they could.

Non Nobis Domine Sed Nomine Tua Da Na Glorium

If the tanks succeed, then victory follows.
Heinz Guderian

 

Reply #45 | Published on 16 August 2012 - 08:19:31
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A houserule I was bandying around ages ago for DW was to double the Penetration of all weapons when firing at vehicles (the idea being that it made Penetration more important against armoured targets). Would that help at all?

I appreciate the argument that multiplication is a bit annoying in combat.

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