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Love tanks? Casting call!

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I've been wanting to write out a tank battle with the new tank I designed for ages.

PLEASE, goodness please, someone who's a fan of heavy armor get a hold of me. I'll craft a hex map and everything. :D

Just looking for one! A 4 on 4 tank battle.
 
[member="Tålamod Shapochka"]: I'll get you in another thread! :D

[member="Shamus Walker"] / [member=Vengeance], [member="Di Mancini"] / [member=Popo], [member="Gir Quee"]:

I'll design the hex map after making this post and publish it here for review.

Teams don't much matter, if anyone has preferences, let it be known.

Four tanks per team member, for eight total per team.

Conditions of victory: Destruction of enemy tanks.

Allowances: Outside of your tank's own compliments, no extra resources or forces are allowed.**

Posting Template:

Location and Callsigns:
Callsign and Hex Coordinate of each tank.

Ally: @Mention
Enemies: @Mention, @Mention

Summary of Action:

1) Unit X Maneuver from Hex # to Hex #

2) Unit Y Fires from Hex # to Hex # @ Enemy Unit Z

Remaining Forces:
2 x Unit A
1 x Unit B

In a Spoiler Box:

Mechanical details of your chosen tank (for quick reference of weaknesses, ranges, limitations, etc).
**You guys are free to challenge that, however, considering the tank I'll be using comes with a compliment of 30 soldiers.

EXAMPLE

Location and Callsigns:

Papa Bear = 00.01
Mama Bear = 01.05
Baby Bear = 02.03
Goldilocks = 03.04

Ally: [member=Gir Quee]
Enemies: [member="Shamus Walker"], [member="Di Mancini"]

Summary of Action:

1) Papa Bear Maneuvered from Hex 00.01 to Hex 01.04
2) Mama Bear Fired Hex 01.05 to Hex 10.45
3) Baby Bear Maneuvered from Hex 02.03 to Hex 04.06
4) Goldilocks: Stuck in a ditch, no action taken

Remaining Forces:

Papa Bear: GREEN
Mama Bear: GREEN
Baby Bear: GREEN
Goldilocks: RED (operational but incapacitated)

Modernized All-Terrain Tactical-Enforcer
C1M2A1 Armored Walker

Height:
Length:
Width:
Top Speed:
Armament:
Cannon
--Range: A lot
Ammunition Types:
HEAT
APFSDS
AP
ETC

blah blah blah, all the quantifiable information about your tank, basically.
 
Frigging NOW.

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Each Hex represents 4 kilometers. Considering most tanks here have ranges of about 10 kilometers, we'll need to be within two hexes of one another for firing.

If there are any issues with that, bring them up. If not, we'll adjust if necessary later on. Being flexible and communicative is KEY here. :)


Icon Rundown:

1) Two little houses: Village
2) Rounded building: Also village/little town
^Think "quaint farming community" when you see these.
3) The Bar Graph looking thing: "Modern city"
More densely populated, urban.
4) The OTHER city looking thing, with the circle building: Same as 3)
5) Red City: Capital. Densely populated, heavy urban terrain.
6) The factory looking thing: A factory.
7) Hex #'s 15.10 and 12.12 are ruins of different kinds.
8) Hex #'s 10.05 and 08.12 are bridges. They allow one post crossing of water. Other crosses will take two posts.

Density of terrain: Basically, if there's ONE image in an icon, it's light terrain. If there's multiple, then it's heavy.

A single mountain is just that: A single mountain.
A group of mountains is a mountain range.

The major thing to keep in mind is how different terrain types will affect maneuvering and even optics. Swampy terrain will slow you down depending on your vehicle type. Repulsors will have the easiest time, walkers the next hardest, and tracked vehicles the utmost difficult.
If you're opponent is on high ground, they may be able to see everything you do, whereas you may not even be able to see them.

There's a rail road: This can be traveled in two posts.

Maneuvering:

COMBAT and NON-COMBAT

COMBAT maneuvers: 1 post = 1 hex.

NON-COMBAT maneuvers: 1 post = 2 hexes.

This allows us to maneuver faster across terrain when we're not engaging one another so we don't waste too much time describing the road trip to battle.

Similarly: If you disengage from combat to flee, you can cover two hexes with one post, but only if you're not trying to return fire.

Lastly, about firing and maneuvering:

Firing and maneuvering take place in different time spans. Maneuvering takes a while, whereas lining up your target and firing happens in seconds.
Thus, these will require separate posts, that way we cannot merely outmaneuver each other in mid-post/mid-fire.

Instead, line up your shot and fire only after your opponent has responded with their own maneuvers. That way, the position you last put your tank in is the position you're stuck in when your opponent pulls the trigger.

Any questions?

Oh, and starting positions:

Team 1: 04.00

Team 2: 20.15
 
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