FYI: Rulebook 0.2 is in Threadmarks, not Informational
Also, any chance you can edit the Character Sheet into one of the Info posts instead of it living at the bottom of C1P3? Had to check every post to find it. Or will it just always be at the bottom of the latest?
Also, any chance you can edit the Character Sheet into one of the Info posts instead of it living at the bottom of C1P3? Had to check every post to find it. Or will it just always be at the bottom of the latest?
Alright, quick overview of how the perks have laid out because it's 1 AM and I feel like this might help somebody.
Tank 1: Our tank, we can always talk to other tanks if we can see them, but our driver is better at slow driving, so we're probably going to be either lagging behind whatever group we're part of or slowing the group down as a whole if we want to use the radio perk. Still, less chance of people running off to do hairbrained schemes because we can't yell at them to not over the radio is always nice.
Tank 2: I'm of two minds about this, because while it's a perk that only matters if we're doing what we don't want to be (losing), it's potentially key to a clutch turnaround play.
Tank 3: More consistently better at spotting, which good. Can't shoot at something if you can't see it.
Tank 4: Seeing things is good, so getting to reroll a Spot check if we roll badly is potentially a life-saver in the right circumstances. The bonus to being able to cross hazardous terrain suggests that we push this tank towards a scout role, since they'll have better odds of getting to good sightlines than any of our other tanks. Synergy! Kinda!
Tank 5: That's a pretty good concealment modifier, though it doesn't synergize well with the "more movement" perk the driver has. Theoretically good for setting up ambushes and then running away, but that's terrain limited.
I'm kinda for giving Tank 5 a Ft-17-A instead of the -B, for that additional point of concealment?
So those smoke rounds that 2 of our tanks have? If the smoke projector special feature is what those are, then it looks like those add +6 armor and instantly get that tank spotted.
That means that we have a way to draw enemies into our ambush. We'll find a good ambush site, set up, and have the bait tank set off smoke. If enemies don't show up immediately, we can have that tank take up an ambush position too. If they show up immediately we'll have the bait tank run away in a direction that leads the enemies right past our ambush.
Or I guess we could just fire normal rounds into the air. That would probably attract attention too.
Tank 3 can spot really well when stationary, which gives us a very good chance of spotting enemies when they approach our ambush. And with our 12 Volt Man perk we can make sure all our tanks get the message that the enemy is near.
Tank 5 is much faster than our other tanks while it's on the only types of terrain we can drive on. It also becomes effectively invisible when sitting still for long enough. We could have it sit a bit ahead of the ambush, let the enemy past it, and then have it rush in to attack their rear armor when the ambush is sprung?
So those smoke rounds that 2 of our tanks have? If the smoke projector special feature is what those are, then it looks like those add +6 armor and instantly get that tank spotted.
No, smoke rounds are not a smoke projector. Think of them as tile markers and you'll be a lot closer to the mark. They're mainly there for when you can't land a radio check, or want to create a different sort of distraction.
Another basic tactics thing that probably doesn't need to be said but might as well be said anyway, is that once we spring our ambush we should have all of our tanks try to flank the enemy, or at least get multiple angles of fire on them.
If we can hit their rear armor we stand a much higher chance of a knockout, and side armor is still more vulnerable than frontal armor. So it's almost always best to hit them in the rear, with the exception being enemies that have the Evasive Maneuvers perk.
We should also try to orient our frontal armor towards as many of the enemy as possible, for the same reasons.
Alternatively, we should be insane and build a tank with all rear armor to abuse this perk:
Evasive Maneuvers: If any shot taken at the rear hull of your tank beats the armor value, roll a Driving check and add your rear Armor value. If you beat the Shot check, it bonks.
Yeah, there's zero chance this would actually be correct to do, what with bonks still being bad for you and rear armor costing so much more, but I like the visual of a tank driving full speed backwards at its enemies.
Alternatively, we should be insane and build a tank with all rear armor to abuse this perk:
Yeah, there's zero chance this would actually be correct to do, what with bonks still being bad for you and rear armor costing so much more, but I like the visual of a tank driving full speed backwards at its enemies.
For the next two weeks, you trained. Two hours a day during the school week, eight hours a day on weekends. Engines were torn out, tuned, and replaced; guns harmonized and tracks inspected link by link. You got adept at using the radio set, while some of the drivers managed to pick up some new tricks and everyone learned to start rolling with the terrain, instead of against it. Cerdan had started to begrudgingly approve of your work, though, and with that you were as good as you were gonna get.
Then it was time for the match. As the field shop was packed up and trucks were crammed on to the school's LST, the tankers and you crammed aboard. Next stop was going to be the Ludington Tankery Field. Holding your guts in, you watched the waves slip by the boat as you were schlepped northwards on the dancing lake. Finally despairing of trying to keep your boots dry, you retreated back to the tank-carrying trucks where Sabah was playing cards with the male driver of your team, Lukaz.
"Why do you do this to me, Lukaz?" Sabah asked, slapping the pile of cards on the dash. "Why?"
"Because you're not stuck with Iris and her determination to drive over everything known to God and Man." Lukaz said primly, throwing down an eight of spades. "I hope you can play off that, at least."
"No!" Sabah yelled, tearing her hair out.
Staring at them, both flushed when they saw your face. "Captain!" Lukaz yelled, throwing his cards at the dash.
"Calm down, Lukaz." You reprimanded quietly, before piling into the truck's long bench seat. "I just want a place to sit down."
"Oh."
It wasn't long before the game of cards resumed, with you joining in as cell signal drifted in and out of range. You were trying to figure out what the enemy team could possibly have in their lineup, but drifting in and out of tower's made it damn hard to figure out. At least you weren't in range of Robert's Wireless, the piratical bastards. Eventually, you just gave up and joined in playing mau mau until the LST docked at Ludington.
Once you were rolled out, things got complicated. After signing off on a mile of documents with Cerdan (you didn't even know tanks had to pass an environmental certification!) you were finally allowed to take everything over to the tankery ground. Then came the setting up of the garage, the setting up of the crew quarters- all two barrack tents of it, one for the adults and the other for the youth- and the setting up of the mess hall, which was really just a series of card tables and telling Lukaz and Sabah to go make a food run with one of the ten-tons and your bulk water trailer. When they came back with a pair of roach coaches in tow, you were pleased. Food Had Been Handled.
As you bedded down for sleep that night, something tickled in the back of your brain that you had forgot something. Ignoring it initially, you soon came to regret this as Solomon apparently snored like the AMX 13's idle. Swearing to suffocate him with a pillow later, you just went to go get your comms set, and slapped it on and plugged it into a XLR/3.5 adaptor so it could leech off your phone and suppress the Trumpet of Jericho over there that was blaring away.
In the morning, you all woke up to the sound of the new food trucks rolling in, before getting served steaming plates of chorizo, eggs, and homefries on tortillas. After that, you piled into your trucks, drove over to the field, and deposited your tanks at the starting point. Then you mounted up again, drove over to the stadium screens, and glared at your team with as much menace as you had to spare. Lining up in formation to shake hands with the opposing team's commander was Important!
"Remember, no funny business." You said sternly, dressing the tank-by-tank rows of the team. Settling your hat on firmly, you got ready, only for the enemy to show up. There were eleven of them- one more than you- and not one of them was taller than you. As the referee team stood by and the camera drones were filming, you walked up to the enemy captain.
"I hope this match goes well." You said, shaking his hand. In front of you, the midget laughed.
"We'll see about that, after we crush you!" he shouted, laughing maniacally after. Momentarily, your eye twitched.
"Mount up!" you yelled to the team. "Let's kick some ass!"
It was about ten minutes later you were all back at your tanks. Pilling in, each tank slowly turned on with a rattle and a bang. Over the radio, the referees queried you.
"Shangri-La team, ready to start?"
"Afirmative!" you yelled. The entire team smiled, it felt like, before the call came out.
"MATCH START!"
-/-/-/-/-/
VOTES
General Strategy
[] Stick together
[] Fan out a little
[] Spread out a lot.
Your Actions
Driver
[] Drive to tile xyz
[] Spot for tanks
Commander
[] Radio check to communicate
-[] Write-in what you want to say
[] Shoot a target
-[] Write-in target
[] Reload!
[] Spot for tanks
GM note 1: To list a coordinate, take your desired tile and then draw a line straight up. That's the first number in the coord. Then draw a line to the up and left; this is the second number in the coord. Then draw a line up and to the right, that's the third number. If a hex would have a negative coordinate, list 0 as the number. As an example, your formation is at K-11-1.
GM note 2: Your personal tank is Tank 1, indicated with a single stripe. When you get moving, an arrow-shaped bump on the symbol will indicate tank heading.
GM note 3: Only roll dice for checks after I call the vote.
As you bedded down for sleep that night, something tickled in the back of your brain that you had forgot something. Ignoring it initially, you soon came to regret this as Solomon apparently snored like the AMX 13's idle.
Then you mounted up again, drove over to the stadium screens, and glared at your team with as much menace as you had to spare. Lining up in formation to shake hands with the opposing team's commander was Important!
Okay, we need to find a place for an ambush, ideally close by.
@7734 Is there anywhere that lists what the terrain symbols are? I'm having a hard time figuring out what's hill and what's hilly forest.
Also, this is probably a bit optimistic, but do we have any clue whatsoever which direction the enemy may be in? Like, which direction they went in when the sides split up?
Edit:
Also, is there a Shot check penalty for moving in the same turn? How much is the penalty?
@7734 Is there anywhere that lists what the terrain symbols are? I'm having a hard time figuring out what's hill and what's hilly forest.
Also, this is probably a bit optimistic, but do we have any clue whatsoever which direction the enemy may be in? Like, which direction they went in when the sides split up?
I don't have a symbol chart made yet, no. Likewise, you do not know which direction to go to find enemy contact. I wonder if there's a check you can make to try and get some idea about that?
I suspect that the tiles with 3 Dr. Seuss trees are heavy forest, which we can't pass through without breaking down. The dark green pine tree tiles look like pine strands, which we also can't pass through without breaking down. The only terrain we know we can move in is the single Dr. Seuss tree tiles we are sitting on, but I suspect that the hill + tree tiles are hills, which we can move on, and that the aquamarine grass tiles are marsh, which we can move on.
If I'm right, that puts us in a narrow corridor that is good for funneling the enemy through and into our ambush. The question is which side of the corridor the enemy is on.
We should set up our ambush around I-14-2, in the hopes that the enemy will come in from the NorthEast. First though, we need to make sure they aren't hanging out around the marsh.
I don't have a symbol chart made yet, no. Likewise, you do not know which direction to go to find enemy contact. I wonder if there's a check you can make to try and get some idea about that?
Here's a plan that desperately hopes the enemy is not hiding in the marsh. It has a contingency for if there are enemies nearby, but overall assumes that the enemies are starting pretty much anywhere on the map other than the small chunk of area that we're starting in.
I would appreciate any suggestions for what to do to make that the enemy aren't hiding in the marsh or something.
[] Plan: Disappoint Sensei
Turn 1: just straight up have everyone roll a Spot check to see if there's any enemies nearby. Don't move, don't breathe, don't do anything. Just pray. And Spot.
Okay, you can breathe a little. But not too loudly. And keep that radio going. Communication is important!
Turn 2+: if no enemies present themselves, set up an ambush as described below.
If enemies are spotted before an ambush is set up:
Orient all frontal armor towards them, maneuver so that all tanks can fire on them, and light 'em up. Have Tank 3 try to maneuver around to flank the enemy, keeping its frontal armor oriented towards them (move 2 hexes, orient armor as 3rd movement). DO NOT DO THIS IF THE SHOT CHECK PENALTY FOR SHOOTING WHILE MOVING IS WORSE THAN -2.
All tanks have standing orders to aim for the rear armor first, then side armor if no rear armor is in sight. Only aim for frontal armor if no better option presents itself.
Ambush set up:
I-14-2 is the general area we want the enemy furthest from us to be in before we start firing at them. Wait until the absolute last moment to spring the ambush, and pop smoke where the enemy is to tell the ambush tank when we're attacking and where to fire. Once a tank is in position, it should orient its frontal armor towards I-14-2.
J-15-4 is where our ambush tank (Tank 5) should hide, since it has ungodly high concealment and high speed. It will camouflage itself there and wait for the ambush to start (should be signaled by a smoke round marking an enemy position, but if there tons of firing all at once use your best judgment), and then start shooting at the enemy's rear/side armor. If possible, maneuver around to be behind the enemy tanks, but keep your frontal armor oriented towards them (2 hexes to move, one to orient towards enemy?).
If Tank 5 spots the enemy before the ambush, it should radio to inform us of their position.
F-17-2 is where tank 3 should be, since it's our best spotter. Tank 3 should look for enemies and keep us updated on where all spotted enemies are each turn.
F-16-1 is where Tank 1 should be, in order to coordinate tanks better.
F-15-0 is where Tank 4 should be, and it will be the one to shoot smoke at the enemy position to signal to start the ambush and where the enemy is.
Tank 2 should be in F-14-0, where it will periodically (once every several turns) fire off an AP round to draw the enemy in. It will NOT fire once an enemy has been spotted, until the ambush is sprung.
This is not formatted correctly, and I reject it because you're not even trying to use the correct formatting. Because this is being handled round by round, you will get lots of smaller updates; therefore aside from the flagrant inability to use the correct layout, this is entirely irreverent.
This is not formatted correctly, and I reject it because you're not even trying to use the correct formatting. Because this is being handled round by round, you will get lots of smaller updates; therefore aside from the flagrant inability to use the correct layout, this is entirely irreverent.
[X] Plan: Disappoint Sensei
- [X] Just straight up have everyone roll a Spot check to see if there's any enemies nearby. Don't move, don't breathe, don't do anything. Just pray. And Spot.
Is this the correct formatting to use? If not, could you please point me to the post on how to format votes?
Correct me if I am wrong, but the designated correct format is "vote on 'Stick together/Fan out a little/Spread out a lot,' then say what your command tank is doing," yes?
....if you look at the end of the latest update, we are given voting options in three categories - General Strategy, our Driver's actions, and our Commander actions. Voting for this update will, therefore, consist of three selections - one from each of those.