Albedo Combat Patrol

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Author Topic: Upcoming vehicles and how to wreck them  (Read 1455 times)

Offline Starlit Vixen

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on: November 14, 2018, 03:18:11 AM
So, the EDF vehicles will be available to order soon for fun and playtesting, which is sweet.
However, I'm curious as to how the ILR is supposed to combat them? There aren't really any actual anti-vehicle weapons available yet unless we proxy some.
« Last Edit: November 14, 2018, 03:59:24 AM by Starlit Vixen »

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Offline scoope2

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Reply #1 on: November 15, 2018, 10:03:31 AM
Hi,

How about assuming each squad has access to anti-tank grenades?

Use normal range etc. and if the card flip doesn’t indicate the required cover save, the grenade has penetrated the armour  / damaged the tracks.

Wound indicator could translate, for example: legs - vehicle   immobilised. Incapacitated equates to the vehicle being destroyed and any stun results can be removed as normal.

Perhaps even include specialist Tank Hunter teams?



Offline ACP_Buck

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Reply #2 on: November 15, 2018, 11:15:41 AM
So, the EDF vehicles will be available to order soon for fun and playtesting, which is sweet.
However, I'm curious as to how the ILR is supposed to combat them? There aren't really any actual anti-vehicle weapons available yet unless we proxy some.
Vehicles and anti-tank weapons are covered in the full rule book.  Basically, you first determine hit location (which is an icon that is not on the play test cards, but is on the WWII cards).  Then you determine how much armor the vehicle has at that location.  Then you roll for penetration.  Then you determine the effect.  Sounds like a lot of steps, but really doesn't take much time to resolve once you've done it once or twice.  We are in the process of working out the stats for the vehicles and the anti-vehicle weapons.  The most common anti-vehicle weapon will be the portable rocket launcher (PML).

If you fire small arms at the vehicles. the crewmen in the hatches count as being in a foxhole for cover purposes.

Buck



Offline Starlit Vixen

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Reply #3 on: November 15, 2018, 01:23:17 PM
So, the EDF vehicles will be available to order soon for fun and playtesting, which is sweet.
However, I'm curious as to how the ILR is supposed to combat them? There aren't really any actual anti-vehicle weapons available yet unless we proxy some.
Vehicles and anti-tank weapons are covered in the full rule book.  Basically, you first determine hit location (which is an icon that is not on the play test cards, but is on the WWII cards).  Then you determine how much armor the vehicle has at that location.  Then you roll for penetration.  Then you determine the effect.  Sounds like a lot of steps, but really doesn't take much time to resolve once you've done it once or twice.  We are in the process of working out the stats for the vehicles and the anti-vehicle weapons.  The most common anti-vehicle weapon will be the portable rocket launcher (PML).

If you fire small arms at the vehicles. the crewmen in the hatches count as being in a foxhole for cover purposes.

Buck

Hehe, foxes in foxholes...
But on topic - no worries, I've had to roll dice on way more tables than what it takes to determine results here. :)
My concern here was that the missile launchers and all are coming at the fulfillment of the KS whereas the EDF vehicles will soon be available, which could result
in a lot of bunnies running for cover while the EDF revs their engines and runs 'em over.
Mind, I am basing that purely on the penetration values of the weapons as I've no idea how vehicles function in Combat Patrol rules but I suppose we'll see when we get there.  :D




Hi,

How about assuming each squad has access to anti-tank grenades?

Use normal range etc. and if the card flip doesn’t indicate the required cover save, the grenade has penetrated the armour  / damaged the tracks.

Wound indicator could translate, for example: legs - vehicle   immobilised. Incapacitated equates to the vehicle being destroyed and any stun results can be removed as normal.

Perhaps even include specialist Tank Hunter teams?

Funny thing, I ended up getting the Albedo: Platinum Catalyst RPG book and was reading through it last evening when I came across the mention of "variable grenades",
grenades that can be set to serve as armour-piercing or fragmentation grenades though it mentions the AP is only useful if fired from a grenade launcher which the ILR has.
Granted, my understanding is that the RPG setting takes place after ACP164 so I don't know if the tech's there.

The fox says: "Have a nice day."
Then she'll shoot you.