Sport Tanks and the Shangri-La

I'm something like 95% sure we're going to suck ass this match, regardless of how good our intel is.
Why are we going for intel when we could be going for longer-term knowledge?
Because if we make our coach look bad she can make us suffer in turn.

EDIT: I also think it will be more fun if we know one of their tricks during the planning phases.
 
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well we can make guesses one being that the sanctioning body will try to enforce a level playing field and fairness thus we can make a reasonable assumption that the other team will be using around the same level of equipment as us if not actually the same so we probably won't be going up against a king tiger or sherman.
 
well we can make guesses one being that the sanctioning body will try to enforce a level playing field and fairness thus we can make a reasonable assumption that the other team will be using around the same level of equipment as us if not actually the same so we probably won't be going up against a king tiger or sherman.

Technically speaking, this is an exhibition match, not a tournament match, so tournament rules don't apply. If tournament rules did apply, you'd be bringing within 40 Weight of tanks as the opposition plus the difference in your ELO ranking. As a mere coincidence, you actually outweigh your enemy by something like 6-12 points; mostly from having more tanks.

But this is an exhibition match, so tournament rules don't apply here.


Because if we make our coach look bad she can make us suffer in turn.

Do you want a 0600 muster time? Because that's how you get 0600 muster time.
 
Technically speaking, this is an exhibition match, not a tournament match, so tournament rules don't apply. If tournament rules did apply, you'd be bringing within 40 Weight of tanks as the opposition plus the difference in your ELO ranking. As a mere coincidence, you actually outweigh your enemy by something like 6-12 points; mostly from having more tanks.

But this is an exhibition match, so tournament rules don't apply here.
True but the sanctioning body in this case the state high school association will need to take into consideration the Audience, Sponsors, Teams, and even the sanctioning bodies Reputation.

As for being a exhibition match unless it's being mentioned as a very special event like say tankettes vs landcruisers they'll try to run it as similar as they can to a tournament match due to practicality of running exhibition matches similarly to tourney matches due to it being easier to do.

But the big thing is Audience, Sponsors, Teams, and Reputation. They have to keep these matches both entertaining and fair for the Teams and Audience to keep retention and sponsors which also affects their reputation.
 
[X] Observation (grants one random Terrain perk)
[X] RUMINT: hit up the online message boards and see what you can suss out.

It's not only about getting information. We should avoid early burn out too.
 
Character Sheet has been added.

docs.google.com

Character sheets!

So we've got 3 tanks with a +1 to hit, and 2 tanks with HE and smoke. What does smoke do exactly? It sounds like it would either add to concealment or to the DC to hit the tank?

Tactics-wise, since we probably won't be passing many Radio checks with only 2d6, we should probably keep our tanks close together so we can just shout orders to them.

At our level concealment seems to be much better than Spot checks, and it will likely stay that way until we get to a higher tier. It looks like our concealment is going to be around 12 for all our tanks, and enemies will likely have comparable scores. Since concealment is generally going to win against Spot checks when not moving, we may want to let them come to us and lay an ambush for them. That will likely give us the first strike unless they have some pretty nice Spot check perks.

At our current number of dice we also can't actually drive faster than quarter speed even on the best of terrain. Even on the best of terrain we still have to beat DC 10 for drive checks if we go at half speed, which we won't be making very often at all until we have some driving perks. That means we should choose hills for our ambush spots when possible, so that we will have a range advantage, forcing the enemy to be the ones to move closer to us.


So our ideal engagement looks like us bunched up in adjacent squares, camping out on top of some hills right beside a road to some important objective, and then opening up on the enemy once they drive right in front of us. That obviously won't happen, but as long as we can find some place where the enemy has to come to us we'll probably be okay.

TLDR: Our best strategy is to just pick a spot and don't move. We probably should have picked literally any coach other than the maneuver warfare enthusiast. :facepalm:
 
At our level concealment seems to be much better than Spot checks, and it will likely stay that way until we get to a higher tier. It looks like our concealment is going to be around 12 for all our tanks, and enemies will likely have comparable scores. Since concealment is generally going to win against Spot checks when not moving, we may want to let them come to us and lay an ambush for them. That will likely give us the first strike unless they have some pretty nice Spot check perks.

Fuck, I knew I was forgetting something in those sheets. Weight and Concealment should be included too!

(the first draft I was this close to posting nearly forgot to add weapons for chrissakes)

At our current number of dice we also can't actually drive faster than quarter speed even on the best of terrain. Even on the best of terrain we still have to beat DC 10 for drive checks if we go at half speed, which we won't be making very often at all until we have some driving perks. That means we should choose hills for our ambush spots when possible, so that we will have a range advantage, forcing the enemy to be the ones to move closer to us.

Yeah, this is a design feature. Terrain has to argue with players throwing around up to 5d6, which averages at a mere 20 total. Y'all aren't kneecapped by me forgetting to carry a digit, this is a game design feature for the high level tankery you can run on the same system. That said, since it looks like everyone's pushing for more perks, law of even experiance distribution says your drivers are getting the new perks, and I'd honestly probably just give them one of the flat speed perks because that's what I'm putting them in for: meme level early mobility.
 
Fuck, I knew I was forgetting something in those sheets. Weight and Concealment should be included too!

(the first draft I was this close to posting nearly forgot to add weapons for chrissakes)
You also may want to add in speed. I didn't see anything that said how many hexes they go per turn.

Yeah, this is a design feature. Terrain has to argue with players throwing around up to 5d6, which averages at a mere 20 total. Y'all aren't kneecapped by me forgetting to carry a digit, this is a game design feature for the high level tankery you can run on the same system. That said, since it looks like everyone's pushing for more perks, law of even experiance distribution says your drivers are getting the new perks, and I'd honestly probably just give them one of the flat speed perks because that's what I'm putting them in for: meme level early mobility.
Hmmm. We should probably use that extra mobility to get to the best ambush locations before the enemy. It also means we may be able to retreat if we start a losing engagement, or even be able to chase down isolated tanks if we see one scouting or something.

Best of all, we can send a tank out as bait, and have it lure the enemy into our ambush.

Edit:
This means the enemy won't be too likely to be able to go through rough terrain either. I wonder if we can somehow trick them into crossing a jungle or something?
 
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You also may want to add in speed. I didn't see anything that said how many hexes they go per turn.

Just noticed this too when I was re-calculating weight on the fly- not a good thing to forget! Likewise, good to see people planning- know yourself and the enemy, and you will never loose (to paraphrase the masters)
 
While we're talking mechanics, perhaps it would not be untoward of me to request some kind of better or more obvious table for figuring out how to calculate range bands in the ruleset? You mentioned a couple numbers offhand but hell if I could find the support for how to calculate those from what's released, unless I missed a document.
 
While we're talking mechanics, perhaps it would not be untoward of me to request some kind of better or more obvious table for figuring out how to calculate range bands in the ruleset? You mentioned a couple numbers offhand but hell if I could find the support for how to calculate those from what's released, unless I missed a document.

No, this is a perfectly reasonable request. At some point I really should make sure things are illustrated better with actual pictures, but I can slap in a table too. As of current build, range bands are two tiles 'wide' and start one tile away from the tank; so take a distance, subtract 1, then divide by 2 to get range band.
 
No, this is a perfectly reasonable request. At some point I really should make sure things are illustrated better with actual pictures, but I can slap in a table too. As of current build, range bands are two tiles 'wide' and start one tile away from the tank; so take a distance, subtract 1, then divide by 2 to get range band.
It doesn't strictly have to be a table or pictures at this juncture, just some way or highlighting rules that exist or more words filling in certain assumptions or things that aren't actually present in the doc yet.

Using this as a basis:
Part of the problem is the information that's delivered in character is, in fact, in character. As the Hotchkiss is a Caliber 1 +1, it blows chunks past 300 yards, but that's still miles better than your SA 18 guns (caliber 1, automatic breech) that top out F 150 yards and the "you madlad" option I'm not letting you take right now, your Dushkas (Caliber 0, machine gun).
1) I can't find an easy conversion for Caliber:Max Range in real world distances or an explicit definition for 1 hex = x real world distance or an explicit definition of x caliber = x hexes
2) As commented above, I can't figure how to turn anything into a range band when then interacting with the rules in the doc, but you just answered that
3) The +1 notation is perhaps too compact. A close reading of the rules eventually seems to reveal it's intended to be a gun that's purchased the extra range option but I couldn't confirm that.
 
So since we can only really guess for now I'd like to talk about the future off what we are going to do when we get the money for the team. Now what I'd like to do is for now is don't focus on buying new tanks but focus on upgrading our tanks.

Now what i mean is we're not gonna not buy new tanks when we can but if we save money on new tanks and purchase upgrades for our tanks like new guns or better engines we can make them last longer and it will help us save money for our team so that we aren't perpetually broke.
 
Now what i mean is we're not gonna not buy new tanks when we can but if we save money on new tanks and purchase upgrades for our tanks like new guns or better engines we can make them last longer and it will help us save money for our team so that we aren't perpetually broke.

Problem- tanks are not infinitely upgradable. As it stands, all your tanks have (ahistorical) C or D model turrets to mount the radios and the Hotchkiss 25mm guns, and you're already putting as much power down the drive train as the new tracks will take. Upgrading ad infinitum is impossible with chassis this old- and frankly, French designers are better at building upgrade packages than actually designing something to be upgraded.
 
Problem- tanks are not infinitely upgradable. As it stands, all your tanks have (ahistorical) C or D model turrets to mount the radios and the Hotchkiss 25mm guns, and you're already putting as much power down the drive train as the new tracks will take. Upgrading ad infinitum is impossible with chassis this old- and frankly, French designers are better at building upgrade packages than actually designing something to be upgraded.
I'm not saying upgrade to infinity but things like replacing the 37 with the 47 and speaking of engines exactly how much horsepower are the engines putting out cause I know the M1917A1s the american FT ended up with a 100 HP engine.
 
I'm not saying upgrade to infinity but things like replacing the 37 with the 47 and speaking of engines exactly how much horsepower are the engines putting out cause I know the M1917A1s the american FT ended up with a 100 HP engine.

You're not getting another up-gunning out of the chassis without a new turret and turret ring configuration, and you absolutely cannot do that without a full and professional armory. Likewise, you've already got a hundred and fifteen horses under the hood; the issue is the transmission and steering system can't take any more power. Want more engine power, and you've got to rip out the entire damn suspension to get new tracks and transmissions, plus rebuilding the ass end of the tank to get room for the Big Fat Good Transmission.

At the point you're at, it is literally cheaper to buy a new damn tank.
 
Rulebook 0.2
Rulebook 2 and Perk List v1 is done!

Changes
- Added range bands
-Added gun definitions
-Added ammo types
-Reworked custom tank generation
-Tweaked some costs
-Changed some formulas
-Added assumption of sandwiches.
-Added perk list

NOTE: Because I can't be arsed to create standing doccuments for everything, the Perk Sheet is a living doccument. This means at some future points it will have outdated information, and more importantly there will be information there that may not previously have been there. Don't salt at it when I create a perk that will have been useful two matches ago or somesuch, please.

docs.google.com

Bonnie Blue Ribbon Draft 2

OPENING CRAWL Ellie: Alright, I’ve passed the Spot check, and the enemy is broadside on to me. Gonna take the shot! GM: Alright, roll the shot, range mod is -2. Ellie rolls the shot, and gets a 14 on her dice Ellie: Got fourteen, minus two for range, so… twelve. The GM smiles, and moves the to...
docs.google.com

Bonnie Blue Ribbon Perks List

PERKS Terrain Perks Kansai Dorifto: Reduces +8 penalty for urban driving to +4 at full speed. Tank On Slicks: Negates Rain penalty for driving checks. Perkele: Negates Winter penalty for driving checks. People’s Mud Guards: Negates Mud penalty for driving checks. Winged Hussars: Gain +1 hex s...
Because I'm not working it into the Gdoc today

 
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Inserted tally
Adhoc vote count started by 7734 on Aug 7, 2020 at 10:50 PM, finished with 55 posts and 22 votes.
 
It's going to be funny when we get to winter and our coaches have their first Midwestern winter cause it's a different type of cold then they are use to and we're on lake Michigan.
 
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