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Re: FMA Aircraft: Guns

From: John Leary via Gzg <gzg@f...>
Date: Tue, 2 Feb 2016 23:37:16 +0000 (UTC)
Subject: Re: FMA Aircraft: Guns

Problem 1: In air to air combat (guns)  there is not such thing a a
'near miss'.It is either hit or miss,  Missiles are almost always a
near miss, think of them assmart flak.
Problem 2: Cannon damage is not related to range, it is a product of the
explosive 
in the shell.  A long range hit from the 37mm will produce the same
damageas a short range hit. Less probability of a hit with the 37mm at
longer range..

Bye for now,John L.<IO 

    On Tuesday, February 2, 2016 2:24 PM, Damond Walker
<damosan@gmail.com> wrote:


 Hey All,

So I've written up a set of rules using the FMA mechanics for air combat
and I plan to play test them a bit Friday evening.  I've written them
assuming Mach capable aircraft from the 70s onward though they can
easily be used with prop driven aircraft or early jets.

I'm looking at two philosophies for determining an aircraft's firepower
and impact for any guns mounted on the platform.  

#1: Throw a quality die and firepower die for each pair of guns.  Take
the highest two results and compare them to the target's die roll (which
is quality & defense die -- high value is used).  Beat 1 is a near miss
while beating 2 is a solid hit.  For example a Korean War Sabre has six
.50 MGs so would throw quality and then 3 FP die.  

#2: Come up with a standard firepower & impact for the the set of guns
and be done with it -- though this approach will have several weird die
combos.  For example a Mig-15 may have an exceptionally large Impact
die at close and medium range to model getting smacked by a 37mm shell
but the long range impact die will be significantly lower because of the
severe drop said 37mm shell experiences.

Psychologically players will probably enjoy #1 as it's a bucket of dice
and their odds of getting a decent result go up tremendously.  From a
speed-of-play perspective I like #2 and will probably lean that way.

Opinions?

D.



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