Wednesday, February 15, 2012

Hit then kill vs. One roll -- What about the drama?

Many WWII games (WRG, Command Decision, and to a certain extent BKC) resolve AT fire in a two-roll process - first you roll to hit the target (which may also neutralize or suppress it), then you roll to see it the hit "kills" the target.

Statistically, there is no reason why this can't be compressed into one roll - one might prefer to use a D10 or even a D20, but for one unit firing at another it's simple enough to picture a system where 1 through x is no effect. x+1 through y is neutralized, and y+1 through <max dice value> is a kill.

But is it dramatic enough?  Is there actual game benefit in building suspense with a penetration roll?  Or especially in having the defender roll his "armor save"?

1 comment:

  1. The Canadian Army used just such a 1 die roll system in the 70's/80's.

    I think it depends on how mnay tanks you want on the tank. Fewer tanks = each more important and less activity so more tension on each.
    More tanks = more focus on the over all result, less on each roll.

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