As most of you are aware I have been writing an EPIC scale PBEM computer game. So far I have the units whizzing round the map and giving each other menacing looks - it would be nice if they could actually start to kill each other. Bloodshed and gore gives a game a certain 'class'.
Note this is not using Games Workshop rules or copyright - the game is open designed so players can download fan made army lists and graphics as well as offical tournament lists.
So far this is the firing procedure between a detachment of (100) Marines and (100) Orks. I have included the results of firing at each of the 10 squares it is possible for the marines to fire at.
Range - Effect 10 - The marines missile launchers open up, 10% of the squad is equipped with them so they get 10 shots, the range is 10 squares, you lose 3% accuracy for each square you are firing from so there is a 20% chance of the marines hitting. On average this means 2 missile launchers hit. Missile launchers are barrage weapons and effect up to 10% of the unit they hit, so on average 10 orks will be hit by the missile fire and suffer a strength 15 hit, this nullifies there 15% save and thus on average up to 10 Orks are killed, the rest are wounded.
6 - The marines missile launchers open up again with there 10 shots. The range is 6 squares, so there is a 32% chance of the marines hitting. On average this means 3 missile launchers hit. Effecting up to 10% of the unit they hit, so on average 15 orks will be hit by the missile fire and suffer a strength 15 hit, this nullifies there 15% save and thus on average up to 15 Orks are killed, the rest are wounded.
5 - The marines missile launchers open up again with there 10 shots this time joined by their r1fles (all 80 of them). The range is 5 squares, so there is a 35% chance of the marines hitting. On average this means 3 missile launchers hit and 28 r1fles. The missiles hit 15 orks and on average up to 15 Orks are killed, the rest are wounded. The r1fles hit 28 Orks, the bolters are high powered so subtract 9 from the Orks 15% save. Due to the high weapon strength only 2 Orks will on average make the save and thus in total 41 Orks would be removed as casualties.
2 - The marines missile launchers open up again with there 10 shots this time joined by their r1fles (all 80 of them), there flame throwers (10 of them). The range is 2 squares, so there is a 44% chance of the marines hitting. On average this means 4 missile launchers hit, 35 rifles, all ten flame throwers (they never miss). The missiles hit 15 orks and on average up to 15 Orks are killed, the rest are wounded. The r1fles hit 35 Orks and 33 would be removed as casualties. The flame throwers would account for on average (barrage weapons, affecting 20% of the target unit, so each one on average hits 10 Orks, meaning on average 100 hits, strength 1, so 14 of the Orks would probably make there save). This leaves a total of 134 kills on average - hmmm.... somewhat too powerful, however, this is stat based, considering Marines shouldn't be more than 30 in a detachment and Orks move 3 squares a turn. The marines should also by this time start to recieve suppression, each percentage of suppression stops one percent of the unit from firing.
The reason I have used percentages to equip the men is it stops me having to tracks thousands of individuals which retaining plenty of detail, in the case of a damaged Marine unit, with only 73 men active, there would be 7 missile launchers and 7 flame throwers, 58 r1fles. For obvious reasons the equation rounds down.
|