mgmasl
Senior Member
Time enough to do some analysis about ASL AFV warfare.
When engaged in AFV combat first objetive is to hit the enemy AFVs to get any effect. Probability are based on rolling an exact number or lower and so the greater is the number the most option to hit. The exact probability to get an exact hit number is obtained from the expected twoxdr6 results. Obviously, higher numbers get higher to hit percentages and so normal AFV tactic is moving to get the best to Hit number, the most negative modifiers and the less positive to friendly to hit DRs, and doing just the opposite for enemy to Hit DRs. Additionally more shots done vs the enemy, increment more hits, and so ROF ordnance is important, same than ordnance superiority.
Once HIT, rolling below the Kill number is the second problem. Obviously the greater the best, so CH and Special Ammo are clearly important in AFV Combat.
Teorically game is about manuevering with AFVs and anti-tank capable weapons to get the maximun numbers of highest possible shots vs the enemy.
In ASL all those aspects are fussioned in one only DR deciding at the same time and with only one DR if enemy is HIT, the weapon ROF, hit is a CH or Special Ammo availability.
Here is the DR results posibility using two 6 dice:
Next analisys is about the possible effects when needing an exact number to hit and a hit is obtained. I´ve made a table placing the number needed to hit first with the probablity of getting a HIT, and I´ve added additional columns for getting ROF, Special Ammo availability and CHs obtained, based on the number needed to Hit. I mean, if needing an exact number to hit and a HIT is obtained how it´s the probability of getting ROF, Special Ammo and CH for this exact hit DR.
Accordying to this table, if needing a 3 or less to Hit, probability to hit is low (8,33%) but if rolling low enough and a Hit is obtained, there is a 66,67% probabilities to get ROF with a 1 weapon, 100% with a 2-3 weapon. Also this same hit will be with Special Ammo 100% except if #2 availability (only 33,33% for this number) and it will be a CH 1 of every 3 hits (33,33%). If needing a 9 or less to hit numbers to Hit are 10 times bettered (83,33%) and if a His is obtained, there is a 20%/40%/60% probabilities of getting a new shot with 1/2/3 ROF weapons, special ammo from 3,33% to 50% of Hits depending on availabity number, and last, a CH will be obtained a 3,03% of the hits obtained (ie once of every 33 Hits). Here is a graphic about including this results.
Because of the linked effect of rolling one DR, every hit needing low numbers is proportionally a lot more successful than any hit needing high numbers because of the linked benefits included (or the higher probability of getting those added results). I mean low hits are excepcionally awarded with CHs, ROF and Special Ammo availability comparing with higher number to hit shots. And so, the efforts of playing manuevering adequatelly to minimize DRMs are a lot less important than rolling low enough, what is always linked to more rolls than the opponent. I mean the more weapons to roll the most option to get low results and the linked effect. In my opinion, this makes almost impossible to balance scenarios where a few good weapons try to stop a lot of enemy AFVs, because the enemy is playing to roll as much as possible looking exclusively for low DRs what it’s directly attached to the number of DRs in any scenario. I´ve always thought this linked resulta are a deep problem in AFV warfare in ASL where there are little options for minor results -usually Kill or ne- and little option to recover any vehicle or gun.
Thinking about a logic design I firmly believe the best option to hit an enemy -good vision, clearer target, no movement..- if any, it had to be linked with the added benefits of CH, ROF and (maybe even time to find the) Special Ammo. I mean any crew with time enough to hit because it has a very clear target will surely use a lot less time pointing to the tartera before firing and surely will get time enough easyer to fire again at the same or a different target, and the same for pointing to a known critical point of the enemy AFV. I´m not trying to look a way to change those linked effects from low numbers to hit to big numbers to hit, but at least trying to eliminate the existent relation between low DR and special effects.
There are Pleva´s variants for ROF and Special Ammo breaking this successful connection between low numbers and ROF or Special Ammo. To break connection with CH I´ve calculated than rolling after each Hit a new DR needing 2 or 12 for a CH have a general prob of getting the same CHs in any game with a base 7 for a normal hit. If using those three rules the new table is this one
The main difference is that ROF, Special Ammo and CHs are now depending on the ROF, Special ammo and CH numbers directly, with no relation at all with the numbers needed to Hit, and so better numbers to hit are esentially better options to do the job. ROF is depending on the kind of weapon, Special Ammo in the avaibility for this special gun in this year, and finally, probability of a Critical Hit would be one of every 18 normal Hits. Here is the graphic using variants.
To resume.. IMHO both Pleva variants are really needed for interesting AFV combat in ASL, and I will add the CH variant. I believe some additional dice rolling may improve the game.
Only exposing some personal thoughts about ASL ?
Sorry about any confussion due to my poor english ?
and finally thanks a lot if reaching this point
Miguel
When engaged in AFV combat first objetive is to hit the enemy AFVs to get any effect. Probability are based on rolling an exact number or lower and so the greater is the number the most option to hit. The exact probability to get an exact hit number is obtained from the expected twoxdr6 results. Obviously, higher numbers get higher to hit percentages and so normal AFV tactic is moving to get the best to Hit number, the most negative modifiers and the less positive to friendly to hit DRs, and doing just the opposite for enemy to Hit DRs. Additionally more shots done vs the enemy, increment more hits, and so ROF ordnance is important, same than ordnance superiority.
Once HIT, rolling below the Kill number is the second problem. Obviously the greater the best, so CH and Special Ammo are clearly important in AFV Combat.
Teorically game is about manuevering with AFVs and anti-tank capable weapons to get the maximun numbers of highest possible shots vs the enemy.
In ASL all those aspects are fussioned in one only DR deciding at the same time and with only one DR if enemy is HIT, the weapon ROF, hit is a CH or Special Ammo availability.
Here is the DR results posibility using two 6 dice:
Next analisys is about the possible effects when needing an exact number to hit and a hit is obtained. I´ve made a table placing the number needed to hit first with the probablity of getting a HIT, and I´ve added additional columns for getting ROF, Special Ammo availability and CHs obtained, based on the number needed to Hit. I mean, if needing an exact number to hit and a HIT is obtained how it´s the probability of getting ROF, Special Ammo and CH for this exact hit DR.
Accordying to this table, if needing a 3 or less to Hit, probability to hit is low (8,33%) but if rolling low enough and a Hit is obtained, there is a 66,67% probabilities to get ROF with a 1 weapon, 100% with a 2-3 weapon. Also this same hit will be with Special Ammo 100% except if #2 availability (only 33,33% for this number) and it will be a CH 1 of every 3 hits (33,33%). If needing a 9 or less to hit numbers to Hit are 10 times bettered (83,33%) and if a His is obtained, there is a 20%/40%/60% probabilities of getting a new shot with 1/2/3 ROF weapons, special ammo from 3,33% to 50% of Hits depending on availabity number, and last, a CH will be obtained a 3,03% of the hits obtained (ie once of every 33 Hits). Here is a graphic about including this results.
Because of the linked effect of rolling one DR, every hit needing low numbers is proportionally a lot more successful than any hit needing high numbers because of the linked benefits included (or the higher probability of getting those added results). I mean low hits are excepcionally awarded with CHs, ROF and Special Ammo availability comparing with higher number to hit shots. And so, the efforts of playing manuevering adequatelly to minimize DRMs are a lot less important than rolling low enough, what is always linked to more rolls than the opponent. I mean the more weapons to roll the most option to get low results and the linked effect. In my opinion, this makes almost impossible to balance scenarios where a few good weapons try to stop a lot of enemy AFVs, because the enemy is playing to roll as much as possible looking exclusively for low DRs what it’s directly attached to the number of DRs in any scenario. I´ve always thought this linked resulta are a deep problem in AFV warfare in ASL where there are little options for minor results -usually Kill or ne- and little option to recover any vehicle or gun.
Thinking about a logic design I firmly believe the best option to hit an enemy -good vision, clearer target, no movement..- if any, it had to be linked with the added benefits of CH, ROF and (maybe even time to find the) Special Ammo. I mean any crew with time enough to hit because it has a very clear target will surely use a lot less time pointing to the tartera before firing and surely will get time enough easyer to fire again at the same or a different target, and the same for pointing to a known critical point of the enemy AFV. I´m not trying to look a way to change those linked effects from low numbers to hit to big numbers to hit, but at least trying to eliminate the existent relation between low DR and special effects.
There are Pleva´s variants for ROF and Special Ammo breaking this successful connection between low numbers and ROF or Special Ammo. To break connection with CH I´ve calculated than rolling after each Hit a new DR needing 2 or 12 for a CH have a general prob of getting the same CHs in any game with a base 7 for a normal hit. If using those three rules the new table is this one
The main difference is that ROF, Special Ammo and CHs are now depending on the ROF, Special ammo and CH numbers directly, with no relation at all with the numbers needed to Hit, and so better numbers to hit are esentially better options to do the job. ROF is depending on the kind of weapon, Special Ammo in the avaibility for this special gun in this year, and finally, probability of a Critical Hit would be one of every 18 normal Hits. Here is the graphic using variants.
To resume.. IMHO both Pleva variants are really needed for interesting AFV combat in ASL, and I will add the CH variant. I believe some additional dice rolling may improve the game.
Only exposing some personal thoughts about ASL ?
Sorry about any confussion due to my poor english ?
and finally thanks a lot if reaching this point
Miguel
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