Area of Effect attacks

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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Sat Sep 10, 2011 12:14 am

but that would make a penalty for rolling well, while matt wants rewards.
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Re: Area of Effect attacks

Post by griffinthemad » Sat Sep 10, 2011 2:58 am

I'm not 100% sure but, I think someone kinda said this but, this was my take and response.

Why not just have a blanket rule of all AoE scatters: 12" - 2D6 - Skill

Average roll: 12"-7+(Skill of 2)= 3" Scatter
Low roll: 12"-2+(Skill of 2)= 8" Scatter
High roll: 12"-12+(Skill of 2)= Direct Hit

This way you are rewarded for rolling well (like Matt asked)...roll poor you get scatter.

(Amounts could be adjusted)

Also could have 1-12 on the template in a clockwise pattern and roll for the direction with 2D6?
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Re: Area of Effect attacks

Post by slaughtergames » Sat Sep 10, 2011 10:53 am

@saltinerunner
yeah, i agree its' somewhat a penalty to rolling well. maybe see it as rolling extreme?

it is understandable that you think (at first glance) that rolling 12 on 2d6 is always good, but think about things like leadership tests, it doesn't have to be so.

rolling "good" is always relative to the mechanics. if it is best to roll exactly your needed to hit roll, a 12 nor 1 would be a good roll, but neither would be horrible...

and really it was an idea, i wanted to present you people with a mechanic for rockets (scattering linear, rather than anywhere around it)
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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Sat Sep 10, 2011 2:56 pm

this is probably going to get to complicated for a real scatter mechanic but ill throw it out here.
i like the idea of a linear scatter, very realistic. maybe we could have low required to hit roll with rockets. if you get over great and no scatter, but if you get lower, you roll how many die you failed by and scatter by that much (a d6 would end up going -3, -2, -1, +1, +2, +3)
seems FAR too difficult that i said it lol
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Re: Area of Effect attacks

Post by griffinthemad » Sat Sep 10, 2011 11:29 pm

saltinerunner45 wrote:this is probably going to get to complicated for a real scatter mechanic but ill throw it out here.
i like the idea of a linear scatter, very realistic. maybe we could have low required to hit roll with rockets. if you get over great and no scatter, but if you get lower, you roll how many die you failed by and scatter by that much (a d6 would end up going -3, -2, -1, +1, +2, +3)
seems FAR too difficult that i said it lol
This could just be a rocket type weapon rule, it is pretty simple rule.

You could just do the same thing as I suggested. Have a base scatter of 12" - 2D6 - Skill of unit, done.

I like the linear scatter rule for rockets because it makes a lot of sense OH and it could benefit positioning like Matt is always saying, you could get you rocket off to a flank where a few units are in line behind cover, you fire at them with a chance of scattering to hit at least one squad in that line o_O
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Re: Area of Effect attacks

Post by slaughtergames » Sun Sep 11, 2011 12:39 pm

I actually like saltinerunners idea, but then you can't get a hit?!

maybe make a d6 go like -4 -2 hit hit +2 +4
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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Sun Sep 11, 2011 1:01 pm

slaughtergames wrote:I actually like saltinerunners idea, but then you can't get a hit?!
...
...
...
*FACE-PALM* lol
sorry, college just started again and my lack of sleep must be getting to me finally lol
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Re: Area of Effect attacks

Post by Wiouds » Sun Sep 11, 2011 1:58 pm

What about if the player pick what will be 12o'clock on the board and for aoe they roll a d12 that is the direction the move.

Next the player rolls 2d6 with the higher the result the closer they are to their target.

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Re: Area of Effect attacks

Post by saltinerunner45 » Sun Sep 11, 2011 2:57 pm

the problem with this is that it wouldnt be random. 2d6 will average 7, so you would know which direction it will probably scatter. if we were to use different dice i would say d12, but what can ya do...
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Re: Area of Effect attacks

Post by Wiouds » Sun Sep 11, 2011 3:13 pm

I was thinking about using a common d12.

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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Sun Sep 11, 2011 8:06 pm

personally i like the idea, but matt was opposed to other dice last i remembered. of corse, he could have changed his mind already lol
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Re: Area of Effect attacks

Post by griffinthemad » Mon Sep 12, 2011 4:03 am

Matt is firm on just using D6's
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Re: Area of Effect attacks

Post by Munchkin » Mon Sep 12, 2011 5:54 pm

Just throwing this idea out there...

Instead of using special scatter dice, template etc... when using a weapon that can scatter use two different coloured d6 for the 'to hit' roll.

Say one black and one white. The roller nominates a dice as the scatter dice before the roll, and where it ends up in relation to the other dice determines the direction of scatter.

Example - I nominate the black dice. I make my roll with the result that there is going to be a 3" scatter. The black dice ended up at 45 degrees (clockwise) from the white dice, so the the scatter is 3", 45 degrees(clockwise) from the target.

It's a system that takes longer to describe than use, doesn't require any templates, special dice, table look ups... I realise that it is not perfect, and that the attacker could try and manipulate the direction by the way they throw the dice... but it does seem like a quick and simple solution.

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saltinerunner45
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Re: Area of Effect attacks

Post by saltinerunner45 » Mon Sep 12, 2011 11:37 pm

im sorry munchkin, but would you mind explaining a little more? im a visual person and its difficult for me to picture exactly what your saying here :oops:
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Re: Area of Effect attacks

Post by Munchkin » Tue Sep 13, 2011 12:35 am

Ok...

So you roll you 'to hit' as normal - using 2d6.

The shot has a chance of deviation so you roll two different coloured d6 for the 'to hit' roll, nominating one as the scatter. Where the scatter dice lands in relation to the other dice gives you the direction of scatter.

Er... let's see if I can do a diagram of sorts:

A=Dice 1
B=Scatter dice

You roll the to hit roll and it lands like this:

A B

so the scatter is to the right - that is in the direction of the scatter dice in relation to the other dice.

B A

The scatter would be to the left.

The result of the roll would determine the distance as discussed above.

It's just away of combining the scatter mechanism into a roll you already have to make. You can get results around the compass, and don't have to use a template, refer to a diagram or use extra dice.

It is open to abuse (but all systems are I guess) and would rely on the dice roller to allow the fall of the dice to be as random as possible.

Does that make sense....

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