Quarter Speed | Half Speed | Cruise Speed | Flank Speed | |
3 fuel/round | 5 fuel/round | 7 fuel/round | 9 fuel/round | |
Grasslands | no check | 10 | 14 | 18 |
Marsh | no check | 10 | 14 | 18 |
Swamp | 10 | 14 | 16 | 20 |
Jungle | 10 | 14 | 17 | 21 |
Hill Jungle | 13 | 17 | 21 | 25 |
Hill | no check | 10 | 14 | 18 |
Light Forest | no check | 10 | 14 | 18 |
Heavy Forest | 12 | 16 | 18 | 22 |
Hilly Forest | 14 | 18 | 22 | 26 |
Pine Strand | no check | 10 | 14 | 18 |
Heavy Pine Strands | 10 | 14 | 18 | 22 |
Mountain Pines | 12 | 16 | 20 | 24 |
Dunes | 12 | 16 | 20 | 24 |
Light Desert | 11 | 14 | 17 | 21 |
Shifting Desert | 13 | 16 | 19 | 23 |
Crags | 15 | 18 | 21 | 25 |
Mountains | 16 | 20 | 24 | 28 |
Fording River | 12 | 16 | 20 | 24 |
Hm. Is our lack of dice due to the properties of the tanks, or the properties of the tank crews? I don't think I remember the rulesAlso, I've realized that we flat-out should not be going at cruise speed ever - we only have two dice per tank, meaning a max of 12 and an average of 7, and the driving dc at cruise is 14 or more depending on terrain. Which is presumably why all of our tanks broke.
Assuming that @7734 's narrative description of the tanks' problems is correct...I can't really tell from the rules how repairing things works or what partial damage on a component does, both of which seem to matter a lot now.
I mean, in a tank-on-tank battle, that's usually a winning strategy on the small scale unless it results in the enemy encircling your position.I realize that if I'm right and this strategy works, it shows that the current rules incentivize a play strategy that is probably not intended. Which is to say, sitting on one's rear and hoping the enemy moves first, at least until higher tiers
Also, I've realized that we flat-out should not be going at cruise speed ever - we only have two dice per tank, meaning a max of 12 and an average of 7, and the driving dc at cruise is 14 or more depending on terrain. Which is presumably why all of our tanks broke.
I can't really tell from the rules how repairing things works or what partial damage on a component does, both of which seem to matter a lot now.
Solomon's tank is immobilized until and unless Meridith recovers from getting hit on the head.
All our tanks are immobilized or at most semi-mobile at the moment, in other words.
Unless the enemy's managed to score as many self-inflicted mobility kills as we have, or have gunnery as bad as our driving, both of which are admittedly possible... We're probably going to lose the match. But if we lose without losing morale*, we can bounce back from this by working hard on our driving and maintenance so that next time we don't manage to crap out all our tanks within the first 5-10 minutes of the match.
I realize that if I'm right and this strategy works, it shows that the current rules incentivize a play strategy that is probably not intended. Which is to say, sitting on one's rear and hoping the enemy moves first, at least until higher tiers. If that is the case, I have a suggestion for avoiding this in future matches/rules sets.
So do we actually have a rough guess of which direction their coming from or no, since you didn't add anything about this in the update.Honestly this would have spotted the target if they didn't flub their drive check hard enough to make your entire team wince in pain at the metaphorical nutshot that happened thataway in the woods.
To be fair, it's a Renault FT-17. "Top speed" is supposedly about seven miles an hour. I think we may have been underestimating just how many trees there supposedly are on a "lightly wooded" space.Or don't just go blitzing off into the woods at full speed when this is literally your first match...
I am reminded of an account by a Korean War tanker. After one too many self-similar ambushes by North Korean T-34s, they started firing machine gun bursts into every haystack they saw. When the tracers started ricocheting straight up, they knew they had located one of the rare steel-cored North Korean haystacks, and that it was time to light up an enemy tank with the main gun.That's not a major concern. Trust me, if you stay in one place too long it'll go badly for you; mostly in that you are a single area for an extended length of time another team can just stand back and start blazing away at tiles to beat someone out. That's what Caliber 0 guns are pretty explicitly for- beating bushes in case of Ghost Panhard or something, and serving as a sounding gun for when you need to push into Dangerous Ground. The thing to remember is that A, you're automatically revealed when you fire, and B, you're revealed (to the shooter only) when you're hit.
Definitely a good point about encirclement. The problem is that enemy tanks won't know our position, so they can't encircle it except by accident anyway. On the other hand there is the possibility of information warfare: bribe a judge to tell where the enemy is going to start out, and try to encircle that area. Might be a good idea to try something along those lines for our next match if it's an option.I mean, in a tank-on-tank battle, that's usually a winning strategy on the small scale unless it results in the enemy encircling your position.
But there could be a balance issue with small parked tanks being fucking invisible even in terrain where they'd normally have trouble hiding.
Good to know nothing needs fixed mechanically here. How many different hexes can one tank shoot into at a time with a caliber 0 gun?That's not a major concern. Trust me, if you stay in one place too long it'll go badly for you; mostly in that you are a single area for an extended length of time another team can just stand back and start blazing away at tiles to beat someone out. That's what Caliber 0 guns are pretty explicitly for- beating bushes in case of Ghost Panhard or something, and serving as a sounding gun for when you need to push into Dangerous Ground. The thing to remember is that A, you're automatically revealed when you fire, and B, you're revealed (to the shooter only) when you're hit.
That makes sense. For our purposes, I think the most important thing to know about them for our strategy is whether caliber 0 guns can fire at multiple hexes per turn (since they're probably a machine gun), and whether they reveal the shooter's location (which by my reading is the case).A "caliber 0 gun" is a machine gun, probably; it's going to be pretty distinct from any tank main weapon, in the sense of "they can hear the difference."