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Post by Mr. Harold on Aug 3, 2014 22:37:48 GMT -5
Question for everyone...I want to emulate a car chase in my next Gruntz small scale game.
Probably one light vehicle manned by two Gruntz specialists.
I was thinking like a 1x1 board with a road, and every activation before the unit takes an action everything moves 6" back and you roll on a table to see whats next.
What do you folks think?
Any suggestions?
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Post by comstar on Aug 4, 2014 1:00:40 GMT -5
A rolling road works well There are several ways of doing it: If there is only one vehicle being chased use that as a marker and it doesn't move but the scenary does. So with random activations you can get collisions etc and some eb and flow! If there are more than one vehicle being chased then a fixed roll will be needed now issue with this is different speeds of vehicles could upset chase some what. Ie vehicles drop out through engine damage etc so each turn you add and take off a board 12" length as you charge down a road anyone left on removed tile is out of the chase. Now issue with this is 1 if the vehicle being chased does not fire it can dobble move if light would soon outstrip any pursuer if firing at them or you could limit it to a single move only. 2 is commander or sub commanders push move do you allow it I would probably say no unless you said it allowed them to fire and aimed shot instead or some other two action shot. 3 things that need to run to keep up so mechs etc you could use a skill check which gradually gets more difficult as you go along 4 Grav and flying vehicles would be nice but could run rings around the chased vehicle unit! I personally did a single open topped wheeled transport with a commander and two troops being inside being chased by two helicopters. I allowed the commander to give push moves but had to pass a command check using mental stat. Condition brown and suppressed worked as normal except on condition brown troops stayed in vehicle just couldn't do anything. With firing at transport the hits were randomly applied to transport and crew but only used vehicles defence no direct shots at crew or vehicle it was open topped after all! The helicopters has to move at least once each turn and only has forward firing guns. If ethier of the helicopters took a critical they would retire or if they went through the last critical threshold! There was no aiming at all to give the chase some length and no reel high powered weapons or area blasts flame thrower etc as this just well would spoil it! Both helicopters had two rapid fire light guns and each shot that hit vehicles defence would be randomised. Each turn one of the units in the transport could fire and one could fire the vehicles light rapid fire gun as well this kept the game flowing well. Hope that helps and can't wait to see what you come up with Cheers Matt
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Post by Mr. Harold on Aug 4, 2014 11:39:06 GMT -5
Great ideas matt... I kinda wanted to do something with a VTOL too!
I'll post what I come up with.
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Post by comstar on Aug 4, 2014 12:21:18 GMT -5
Your more than welcome Glad you liked the helicopter chase it was great fun
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Post by Mr. Harold on Aug 4, 2014 15:13:38 GMT -5
This is what i've come up with so far:
Rules for Car chases
16” x 24” board
The board should have a clear roadway from the front to the back.
Each player rolls 2d6 and adds the highest skill (or commander’s skill). The highest roll can choose to deploy first or second. Whoever deploys first also has the first activation.
The attacker is placed in the back 12” and the defender (one being chased) is placed in the front 12”.
At start of each turn: 1) Each vehicle writes down its move (for example 3” left, 1” back”) 2) The tile from rear is removed and new tiles placed up front. All terrain moves 6” towards the back. 3) A card is dealt to each player for each unit. The player then assigns the cards to their units. The players reveal their highest cards and then activate their units in that order continuing until no units are left to activate. (Aces are high, suit order (highest to lowest) is: Spades, Clubs, Diamonds, Hearts)
Each activation vehicle can moves 6” left or right and up to 2” front or back.
All shooting is at a -3 plus additional modifiers
If a vehicle is on a tile that is removed it is removed from play.
If a vehicle moves into a terrain piece the driver rolls a skill check vs 11. If they fail the check they take a 7 damage hit. If they succeed the vehicle moves 1” to either side of the terrain and stops. If they can’t move 1” to either side it stops 1” behind the terrain.
Any engine critical and the vehicle is out of the game.
At the end of each turn:
1) Each player alternates rolling a 1d6 for each 4” section on the front tile. On a 2-3 place an approx. 1” piece of terrain. On a 4-5 place an approx. 2” piece of terrain. On a 6 place a building or other large terrain piece approx. 4”. Place the terrain on the leading edge of the tile.
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Post by comstar on Aug 5, 2014 8:45:53 GMT -5
I like what you describing so far my only concern is it will only last for three turns! If your pursuer starts in the back 12" and only move a max 2" forward he is removed on turn three Not sure you wanted that but like the idea of the written orders
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Post by Mr. Harold on Aug 5, 2014 11:09:54 GMT -5
The idea would be that they don't go back with the terrain... they are always going to stay on the board unless they intend to disengage...
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Post by comstar on Aug 5, 2014 12:57:23 GMT -5
Still a little bit confused. You remove a 6" board from the back and add it to the front and populate it with terrain. You then say the terrain goes back 6" now do you meen actually the vehicles go forward 6"? Otherwise your loosing terrain off the end of the board! I hope you can see my confusion
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Post by Mr. Harold on Aug 5, 2014 14:22:57 GMT -5
Hmm... now i'm confused too My idea was that the vehicles stay in relatively the same spot (mostly side to side movement), but everything else moves underneath them.
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Post by comstar on Aug 5, 2014 18:39:31 GMT -5
Hehe right so vehicles move forward 6" then, that makes sense (I think) So as you say the terrain scrolls underneath them (sort of) then you can giggle your position around a bit afterwards with orders etc Question when terrain scrolls (ie vehicles moves forward) does the obstacles stop them etc so slow them down or even crash? Now onto the terrain have you already got done or is it in the pipeline to be produced ?
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Post by Mr. Harold on Aug 5, 2014 22:26:11 GMT -5
As for hitting terrain see:
If a vehicle moves into a terrain piece the driver rolls a skill check vs 11. If they fail the check they take a 7 damage hit. If they succeed the vehicle moves 1” to either side of the terrain and stops. If they can’t move 1” to either side it stops 1” behind the terrain.
This applies if the vehicle moves into the terrain, or the terrain moves into the vehicle.
I'll be using the city tiles I got from Gamecraft Miniatures along with all my city terrain for this scenario...
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Post by comstar on Aug 6, 2014 4:45:45 GMT -5
Cool this I would love to play Can't wait for the outcome. Now on to the stats for them little cars
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Post by inrepose on Sept 5, 2014 9:48:14 GMT -5
What about a board with spaces marked out? Or movement rulers to plan movement like X-wing?
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Post by Mr. Harold on Sept 5, 2014 10:07:58 GMT -5
I like the idea of the movement rules to plan movement... like the dials?
I think that would be a great idea... I wonder if I could even just repurpose those. I have a bunch from the star trek version.
I bet I could even come up with gruntz versions without too much difficulty...
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Post by inrepose on Sept 5, 2014 10:49:26 GMT -5
I have some rulers I had made for the Imperial Skies game I was working on. I had a local laser cutter sort them out. Setting the speed on dial would be cool. Guess what, I asked Corsec if he would make me some well over a year ago, then he made them and sold them on his site... I guess I should have tried to make them myself! Not even a thanks for the idea
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