Grumble -> (2/10/2001 12:29:00 AM)
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"Assuming in a given battle you drive a vehicle 20 hexes per turn for 30 turns, that is 600 hexes. 600 hexes is 30,000 yards, or almost exactly 17 miles. I'm willing to bet that most players rarely, if ever, drive any of their vehicles that hard in their games.
My guess is that 17 miles even under extreme combat conditions is not likely to cause a high percentage of breakdowns even to vehicles that have a known tendency to be unreliable.
I am very happy with and very much in favor of the new v5.0 implementation of a kinder gentler breakdown rate for vehicles and weapons."
SHACK. IMHO, this is a remnant of the "ASL School O'Chrome", along with weapons breakdowns. I've submitted before that rules such as these don't quite fit the scale of action recreated here. If one looks at notoriously unreliable vehicles: Panther D, T35, Crusader I, the problem WASN'T failure in battle; it was failure to GET TO the battle/off the startline. A way to simulate the EFFECT rather the mechanics (no pun) is to simply increase the price of these vehicles relative to other, more reliable AFVs. Spend more points, get less equipment.
I believe a related issue are "low-fuel/low-ammo" rules. Easy, just reduce the timeframe to complete objectives. Simulates the pressure that you gotta "make it happen" fast, or your vehicles are going to start running of fuel/ammo.
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