IRL accuracy is a huge issue. In RP, it's not so much important as it's an abstract topic, more so than range, elevation, etc. But I would like to see it taken into account somehow, and I'm wondering if bonuses and demerits can be given to weapons depending on their type and the range at which they are designed to operate.
Basically, if my assault rifle has a range of 100-200 meters, then my shots should be counted as more accurate at 100 meters than 200 meters, and demerits can be added at 200+ meters.
However, there's little easy way to account for that without hard stats and the ability to make rolls, etc. I don't necessarily want to get THAT complicated with it.
Of course arming distances with grenades and missiles are easily accounted for, and should not be forgotten.
Let's do a 4 on 4 tank battle.
I've already got a tank in mind, we can each use them, that should keep things balanced and easy to account for.
Each tank comes with a compliment of one squad of 9 typical soldiers (for a total of 4 squads / 36 soldiers each). Not super soldiers, but not idiots either.
Squad break down:
1 = Long range marksmen
1 = Anti-tank
1 = Riflemen
1 = Grenadiers
Weapons allotment doesn't need to be complicated. An anti-tank rocket launcher can mess up a tank depending on how you write, we don't have to staticize everything. A grenade won't do much against a tank, but it'll mess up infantry. You can't out run a tank. A tank can't out run a rocket.
Here's the link to the vehicles we'll use; they're of my own design and they're amazing.
C1M2A Modernized All-Terrain Tactical Enforcer:
http://starwarsrp.net/topic/55817-c1m2a-mat-te-armored-attack-walker/
Here's the situation:
http://scrum.maptactic.com/700397437042077305
I'll play as the Red Forces, you play as the Green. We each have the same vehicles, with some minor changes:
Speed
Attack
Defense
Accuracy
Your vics:
-Speed: You move at 250 meters per post
+Defense: You have 3 layer armor Front and Sides, 2 Rear
+Attack: You attack at a strength of one round per layer of armor (thus 2 hits to break through)
+Accuracy: 1/4 shots misses
My vics:
+Speed: I move at 500 meters per post
-Defense: I have 2 layers of armor, Front, Sides, and Rear
-Attack: I attack as a strength of 2 rounds per layer of armor (I have lesser armor, so maneuvering is important for me to keep you from hitting the same side multiple times)
+Accuracy: 1/6 shots misses
This is a quickly made up form of simple stats, just to get us flowing with ideas during the RP.
The situation is:
Each of us have a check point that must be destroyed/captured by infantry, with armor support.
We will transport our infantry wherever we want to, but keep in mind they're vulnerable to armor (save for the anti-tank, who have weapons that can damage / disable armor.
You don't have to stick to the outline I designed for the battle plan, it was a suggestion.
But here are some key factors that
MUST be included in each post:
Grid Location + Total Movement: 1, 1; 1,2; 4,3; etc. and "1,1 - 2,4"
Description of Terrain: This is crucial. Select and describe any cover elements, advantages in elevation, etc. All the information about your current battle space that can help the other side make better decisions in reaction to you.
Post Objective: Not overall objective, but a summary of the post. i.e. "Able Squad to fire on Enemy Baker Squad. / Alef-1 Tank to ambush Bay-3 Tank."
Overall Objective: Self-explanatory
Distance Covered (in post): 200 meters.
Rounds Fired by Type: 13 HEAT (High Energy Anti-Tank), 33 Blaster Rifle, 2 Artillery Rounds
Ammunition and Consumables Remaining: This isn't just ammo, but any consumables, such as charges for countermeasures.
At the conclusion of this RP, we can make suggestions on what to add/take away.
If there's anything you want to add now, let me know. I'll make a first post in the thread, making edits to fit anything you think to add:
http://starwarsrp.net/topic/56473-testing-rudimentary-ground-combat-armor-infantry/