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| | Tank Classes & Hit Points, a discussion! | |
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Strato50 General
Posts : 2188 Join date : 2012-03-28 Age : 39 Location : Hamilton, On
| Subject: Tank Classes & Hit Points, a discussion! Wed Oct 09, 2019 4:26 am | |
| So the topic came up, again, of hit points and generally how different tanks are used or preferred in our battles. Since forever the general standard of mimicking Tamiya's Light / Medium / Heavy format has been the norm, but some alternatives have been suggested! Dean, myself and a smattering of others discussed this briefly during the last battle day and I'd like to see any input we can get. Dean's idea was to essentially give everyone 9 hit points regardless of model theoretically leveling the playing field, leaving speed and driver skill (or lack of skill ) the main deciding factors. On a whim I came up with giving everyone with programmable tanks (Clark, IBU..?.. Tamiya's with switches?) a max of THREE hits and six seconds to reload. No more charging face first into the enemy lines for a knife fight. This of course limits some of the heavy Tamiya tanks as I'm told they cannot change as easily. I don't mess with those gizmo's so I don't know... Anyhoo, with Clark tanks either is super easy and I'd love to try a few battles in either format _____________________________________________ Tiger I - Panzer II - Panzer III - Panzer IV - Chi Nu Kai - Panther G - KV-1b 756(r) M4A3(76) Sherman - T-34/85 - M3 Grant - SECRET PROJECT
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| | | knispel Retired
Posts : 1318 Join date : 2012-07-01 Age : 72 Location : North of Kitchener
| Subject: Re: Tank Classes & Hit Points, a discussion! Tue Oct 22, 2019 10:08 pm | |
| There is a need to tech out the tanks. Not necessarily to be the same but to know how balance a platoon. ( There is no fun battling a tank that is zooming around with 900 hit level or obscured receiver.) Previously, criteria was mostly based on hit points. However speed, hitting and receiving ability also needs to be added in the equation. That might lead to a scenario where a KT might take on 6 Sherman's ( or more ). Additionally this would encouraged team strategies as many of this years scenarios have shown. |
| | | Captain Action of the Pan-Tiger Panzer Div.
Posts : 375 Join date : 2012-03-25 Location : Behind you
| Subject: Re: Tank Classes & Hit Points, a discussion! Tue Oct 22, 2019 11:46 pm | |
| When we started Can Am we wanted all tanks to be set at 5 hits for faster games and so we do not end up with a field full of King Tigers. Also it leaves the level playing field for a wide variety of smaller tanks, half tracks . That changed and we ended up with a field full of KT. _____________________________________________ The Great Pan-Tiger |
| | | knispel Retired
Posts : 1318 Join date : 2012-07-01 Age : 72 Location : North of Kitchener
| Subject: Re: Tank Classes & Hit Points, a discussion! Sat Oct 26, 2019 7:15 pm | |
| Ah no. If you balance the field then there would be X number of heavy tanks against X4 of light tanks . If everyone wanted to be a KT or Jag heavy tank then it would be slug feast between heavies. One scenario is about tank driver skills and the other is about team strategies. Both provide a challenging scenarios. |
| | | Negaduck Captain
Posts : 814 Join date : 2013-01-03 Age : 40 Location : Grafton Ontario
| Subject: Re: Tank Classes & Hit Points, a discussion! Sat Oct 26, 2019 7:39 pm | |
| I can hold my own sometime with the heavies when using the pzIV. i just use whats around me for cover.
I know its real easy to change the hit points on a tamiya but when they go into god mode..... I find myself counting hit anyway. they can be set to 3, 6, and 9 hits and the fourth is test mode when you fire at a mirror or white paper so see if it will hit it self _____________________________________________ I do things in the name of science but first hold my beer
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| | | Strato50 General
Posts : 2188 Join date : 2012-03-28 Age : 39 Location : Hamilton, On
| Subject: Re: Tank Classes & Hit Points, a discussion! Sat Oct 26, 2019 9:56 pm | |
| Well I'd love to try what I'm going to call "HARDCORE MODE" if we can, even if it's just 3v3. As noted above, 3 hits max, 50% reduction on hit #2 and a 6-second reload.
Fairly certain you can save 2 different profiles to a Clark tank for quick changes, never tried it though.
Heck we could even roleplay in something like an infantry advance or artillery just to move the battle a bit, give a moving objective to defend or attack. _____________________________________________ Tiger I - Panzer II - Panzer III - Panzer IV - Chi Nu Kai - Panther G - KV-1b 756(r) M4A3(76) Sherman - T-34/85 - M3 Grant - SECRET PROJECT
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| | | Shoveler74 Second Lieutenant
Posts : 584 Join date : 2017-03-23 Age : 49 Location : Prineville, Oregon
| Subject: Re: Tank Classes & Hit Points, a discussion! Sun Oct 27, 2019 10:21 am | |
| 3 hit even match sounds interesting. I like the ideas. _____________________________________________ [b]You may be a king or a little street sweeper, but sooner or later you dance with the reaper! - Death[/b]
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