- Location
- Minnesota
[X] Plan: Be Like Ghosts
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.
I think we may have been underestimating just how many trees there supposedly are on a "lightly wooded" space.
EDIT: Maybe the DC of driving checks through terrain should be a function of how many hexes/turn you're trying to move, instead of a flat function of trying to go at half speed in both a tank for which "half speed" is a brisk walk and one for which "half speed" is "outrun Usain Bolt."
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.
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?
then send one tank out far away and have them start firing caliber 0 guns
Ah, the wisdom of democracy.There's a lot of publicly available data on maps and teams out there- which you would know, if your team actually went looking for information. Instead, the thread decided not to, and lo; who am I to gainsay them? That said, bribing judges is both frowned on and grounds for expulsion from the sport and getting blacklisted. Don't try that shit.
Excellent. Then we just have to not be in 4-5 squares they decide to shoot at. It all comes down to how competent the enemy think we are. Are we competent enough to be somewhere in the hills? Are we so incompetent/so tricky that we didn't even leave the area we started? Are we somewhere in between? Did we actually decide to go somewhere completely different, and possibly get stuck about 1 hex into the thick forest surrounding us?One gun, one target hex. This is why pintle mount machine guns are a thing- they're great for getting you an extra way to beat bushes.
None of your tanks have those.
Man, that derailed faster than a Darkest Dungeon run when the RNG hates you.As a quadcopter came down, you gulped. You really didn't want to loose a crewman in the first minutes of your first match! Still, as something happened over there- you weren't sure what, you couldn't listen in on their A-set- you got the highlights reel from everyone else.
"This is Michelle, be advised I think we have track damage."
"Come in, Commander. Be advised Formin has an engine fault, it keeps cutting out. Think it's a clogged carburetor."
"Iris here! Um, does anyone know what happens when the engine has an off beat? I think it's something not timing right, but… err…"
Fuck. Fuck fuck fuck. Everything was falling apart!
I actually kind of enjoy it. It reminds me of how I imagine rogue vs rogue combat in DnD 5e. It's all about tricking your opponent into shooting first, because that lights up his position for just long enough for you to bean him with an arrow.If the best strategy at low levels is sitting back and waiting for a moving enemy to blunder in your sight that feels like a flaw for the sport.
Yes, tanks of that era are effectively blind without spotters. But combining low weight (hard to spot) with poor spotting (fewer dice) makes things really boring :-/
Or like submarine vs submarine warfare. I can see how it could be pretty annoying if one was hoping for maneuver warfare type strategy though.
So as, er, technical consultant, I can tell you that it is probably the carb fault (I also gave faulty sparkplugs as an option, but they have very different symptoms). This basically means that you are not getting enough fuel and your tank is running very lean.Formin's engine keep crapping out, so the tank probably can't average more than... I dunno, a walking pace, if that. Unclear. The engine may crap out entirely at any time.
Given our drivers' predilection for blowing Driving checks whenever they move faster than a slow walk...The FT-17 has a 4cyl engine with a single carburetor, so it affects all cylinders. The only way to work around it that doesn't involve a lot of maintenance is to drive the tank very slowly and not using a lot of throttle (it does run in the low revs after all).
I've been looking at the perks list, and I think we should go for offensive and defensive perks next. There are few if any on those lists that aren't good, while a lot of the terrain and driving perks are either kind of meh or assume that we'll be driving on terrain that we can't drive on yet.
Yeah, Mogadishu Drill and Lap Loading would be amazing for the start of an ambush. Especially Lap Loading, since the tank could still maneuver the next turn.Command has some excellent perks too, perhaps better than defensive. Spot and stealth while stationary, spot reroll... I do want Mogadishu drill over from offense, though.