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Post by andyskinner on Mar 21, 2018 6:40:24 GMT -5
Do the numbers in the critical area mean anything? Or are they just a mnemonic that once damage comes in to a place where there is no armor, there is a critical hit?
It does seem strange to me that you can wear down armor in one place, but the effect of hitting that one place over and over could be felt anywhere. And then removing the armor from a different location could still give the same critical hit result, if you roll the same thing.
The armor grid gives a neat feel and imagery about what is happening, but the critical hit is at a much more abstracted level. Is that right?
thanks andy
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uptrainfan89
Junior Member
Master of Time & Space!
Posts: 91
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Post by uptrainfan89 on Mar 23, 2018 9:13:16 GMT -5
Actually I've played both with and without the rule on re-rolling already hit/destroyed crit points or a point were something is non equipped.
Basically the way I always seen the rule on re-rolling is more cinematic in a way that your causing secondary explosions or malfunctions to occur by hitting a critical point on the unit.
Not using the rule makes it seem a little more realistic in that you have to chew through armor in different location on the unit to get to different critical systems but of coarse sending a missile down an opening in armor could cause a crit on a nearby system and cause it to explode or malfunction. Also with this way hitting a fuel cell can have a chance to cause another crit then anyways if you hit the right one.
Other than that using the rule can cause units to get destroyed easier/quicker with an unlucky re-roll where as not using it can make units last a bit longer thus making the game last longer (which I like).
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Post by andyskinner on Mar 24, 2018 7:49:34 GMT -5
So you just use the location from the first roll as the result of the critical roll? That's obviously very simple.
There is still an abstraction. Some weapons hit armor locations that are adjacent, so you'll weaken areas that may not be next to each other.
We'll try the rule as written first. I guess it depends where you like your abstraction.
I am finding that it takes longer to cut out the mechs and weapons than I'd expected. Using a combination of scissors and craft knife.
thanks
andy
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uptrainfan89
Junior Member
Master of Time & Space!
Posts: 91
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Post by uptrainfan89 on Mar 24, 2018 8:08:49 GMT -5
Yeah pretty much, I also like if when you don't play with the rule and you get a crit on something that you already crit or destroyed then it's like it's not a crit still, cause all you did then was hit something that's already down. Missiles are really the only thing you have to worry about taking out adjacent crit points, in my mind I just think of it as the explosion/shock wave was powerful enough after it went through the hole in the armor that it was able to effect a nearby system. Yeah they take a little time to cut out but it's so worth it and they look really nice. The other thing that's nice is really all you need to get started is a cutting mat, some glue, and a good hobby/craft/exacto knife. I'm actually working on rebuilding a lot of my stuff for Mech Attack, I got busy for a while with work and wasn't able to play much but now that I have free time back I'm starting to play it again lol. One neat thing I did with the cards was to get a laminator and laminate them, then just use wet erase markers for the grid and such. Edit: I also made some house rules in the house rules section for heavy vehicles and using the armor grid with air craft instead of the strength value as I like the grid better for vehicles. Also I thaught it was missing a good heavy vehicle lol.
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