Winning Duelists from Armadillo
March 25, 2008
Here’s the stats on my winning team from the event. Note that only one of them got to keep his car. Of the three kills scored by the team, only one was salvageable for anything beyond a few spare tires. (It’s those flaming power plants, as usual….)
Coyotito Alvarez
Prestige: 3
Kills: 1
Gunner Skill Points: 2
Salvage: Killer Kart with 1 point of damage to the right and 5 points of damage to the back. 8 rounds of ammo left in MG.
Notes: 3/20/08 Armadillo Autoduel Arena: Killed an opposing Killer Kart in a close range pass. (Took a D1 maneuver after the opponent’s D2 and traded shots.) Turned around to battle the remaining Killer Kart with a teammate, but took was killed by relentless fire from two pedestrians with SMG’s.
Amadeus
Prestige: 1
Gunner Skill Points: 2
Handgunner Skill Points: 1
Notes: 3/20/08 Armadillo Autoduel Arena: Began event randomly placed in the middle of three opposing cars. Weathered 6 seconds of combined fire power; barely survived event with emergency medical attention.
John Turing
Prestige: 3 [This was marked as 5, but I think it should be a 3. -- jeffro 3/28/08]
Kills: 1
Gunner Skill Points: 2
Notes: 3/20/08 Armadillo Autoduel Arena: Passed a little too close to a “killed” burning vehicle which fired a surprise shot through his armor and set John’s power plant on fire.
Odysseus Deloatch
Prestige: 5
Kills: 1
Gunner Skill Points: 2
Vehicle: Killer Kart with 1 pt damage on the right armor and 16 shots left in its MG.
Salvage: A ruined hulk of a Killer Kart with intact tires, 3 points of back armor, and one remaining point of armor on the right side.
Notes: 3/20/08 Armadillo Autoduel Arena: Started far away from the action. Made a pass against one car that got killed by his “wingman,” then turned and took down the last car while his buddy succumbed to SMG fire.
Note the complete lack of driver skill point awards. It’s much more risky now to push that handling status down below zero, so I avoided putting myself in situations where I needed a control roll. Unless we lower the number of skill points required to get Driver-1, these guys won’t be improving their driving ability any time soon. Of course, with driver skill being added to what you get back on your handling track each turn, those skill levels will be worth all the more.
A duelist can pretty well expect to get to Gunner-1 by the time that he’s been in 5 duels and scored 5 kills or so. That’s not so with Driver-1! Perhaps under our house rules we should award Driver-1 at 6 skill points, Driver-2 at 14, and Driver-3 at 24.
Armadillo Autoduel Action!
March 23, 2008
I had thought before this that the Armadillo Autoduel Arena looked fairly lame at first. It’s just a large open map sheet with a gigantic mall in the middle. I didn’t take time to make up a new arena like I had meant to, so I figured we could give it a try. If anything, Armadillo is asymmetrical like I had wanted….
With only a few exceptions, we tried to play by fairly strict Compendium 2e rules for the game. For simplicity’s sake, we did play that each phase everyone conducted their movement… and then everyone had a chance to fire weapons. We tried to be conscientious about using reflex rolls to determine who moves first when two vehicles were going the same speed, and over all we were quite pleased with the effect of this on game play. There was just a lot less to argue about.
We also tried to remember to apply penalties to fire if you had maneuvered during that phase. Also, we marked vehicles that had been hit so that we could apply a to-hit penalty to vehicles that had taken hazards from enemy fire. (Cars making passes at each other tend to fire in the same phase, so this doesn’t tend to be as fiddly as you might think.) We also moved the useless top and underbody armor to the much more critical left and right locations.
(Our homebrew speed/range chart seems to be holding up, though neither of us are entirely happy with how we’re accounting for relative movement. For now the main use of high speed under the chart is to maybe gain an extra -1 to be hit and to deny enemy’s their point blank bonuses.)
We chose to randomly determine starting gates for variety’s sake. There’s a long tunnel in the middle of the map that we used as an impromptu eighth gate. One of my cars started the game surrounded by all of my opponent’s cars. My poor driver only lasted 6 seconds of their combined fire, but dealt enough damage to his target that it wasn’t a complete loss. Another of my cars tailed an opponent that was speeding in to join his buddies in ganging up on my lone duelist. My opponent ignored the tail, and that driver got a kill even though I’d forgotten to roll to-hit one turn. That left two of my cars on the opposite end of the action– they kicked it up to seventy in order get in on the fun.
Things were looking pretty good for my team in spite of the rough beginning. In our previous session, pedestrians generally left their vehicles as soon as they caught fire. One car that had caught fire was sitting harmlessly by the grandstands. My car that had gotten a kill sped by it in order to turn back into the fray. (This was difficult to do quickly because we were playing that our handling status only recovered 3 points per second. You just can’t execute consective D6 maneuvers with that rule in effect!) The supposedly “dead” flaming vehicle then lashed out and set my driver’s power plant on fire with a lucky shot! This was very hard to bear. The insane woman driver in her flaming wreck had stayed in the flames so long she was taking serious physical damage!
This left us with my two pristine cars facing two damaged opponents, but my opponent also had two pedestrians right in the middle of the hairball. My two cars each made a pass against a single opponent. The second one was interesting because we both chose to take a maneuver just as we’d closed for a point blank shot. My opponent moved first because of his high reflex roll and did a D2, while I only needed a D1. He missed his shot while I nailed his driver.
The glory wouldn’t last. In the final confrontation, my car that had just scored a solid kill lost his car when he turned and fought too near to the enemy pedestrians. I’d focused all my fire on the last remaining car but I just couldn’t take him down. Finally my last car (practically untouched) pivoted and dealt the killing blow. That last remaining driver got to keep his near-perfect Killer Kart, but got little salvage from his kill because he’d destroyed the power plant with his last shot.
The only person in the duel in danger of dieing was the driver of my first car that had gotten surrounded. He’d gone to -3 DP, but fortunately made his “health check” on 3d6 by rolling a ten exactly.
We were pleasantly surprised at how well the Armadillo arena worked out. Also, we were both pleased at how fair the rules worked out whenever we applied the Compendium 2e rules to the game. While we do play a little loose with the sequence of play sometimes, use house rules for hospitalization and speed/range modifiers, and also are extremely stingy with our extra restrictions on skill points, we admit that even the most fiddly looking rules in 2e make for a much more realistic and flavorful combat.
Four Killer Karts Set Fire at the Amex Proving Grounds
March 9, 2008
We played the third of our series of 14 planned Amateur Night games this weekend. Last session, in the first round of the 4 on 4 Killer Kart events, we’d disliked the way that the teams drove in formation for the first several seconds. In the second game we’d disliked the way that ramming became the key tactic. By taking note of several easily missed rules and moving to the Amex Proving Grounds arena, we hoped to get a more interesting and cinematic event. It turned out that the rules changes would overcompensate somewhat, resulting in surprisingly large impacts on the tempo and tactics of the game. But even with power plants getting set on fire almost every turn, the game would still take almost 3 full hours to play out.
The Amex Proving Grounds is a single map sheet sized arena with four corner sections and a central cross shaped area with a TV bunker in the middle. We agreed to enter in pairs in the four gates with each vehicle heading into a corner. I thought this would result in four separate dog fights in each corner, but what happened was that all four pairs kept driving right past each other to meet up with a second head on pass against a second vehicle. (I actually made a silly error on the first turn– I ended the round with two of my cars unable to target their opponents. This essentially gave the enemy drivers a free shot; this didn’t turn out to me significant, though.) Because of this style of opening, we essentially had a dry “die rolling competition” during the first few turns.
One of my opponent’s cars took a tremendous amount of damage in these first few seconds and caught fire due to power plant damage. Lucky shot! On the other side of the arena, two cars met at 30 mph. (Under these rules, the sweet spot for any weapons fire is the sides of the cars. With only three points of armor there on the Killer Karts, you have a chance of taking out the car with a single hit!) The two cars traded shots to the sides at point blank range. I turned to the right sharply to head towards the TV bunker and the other cars. My opponent immediately turned the same direction and pulled right next to me. I think the very next turn he went ten miles per hour or so and ended up half an inch ahead of me. I went 5 mph and pivoted toward him, getting a chintzy free shot in with some slightly heated discussion about how exactly this should have played out. The next second, I stopped while he pivoted. The second after that, I went in reverse and got in another free shot in.
Meanwhile, on the other side of the arena, two high speed passes were going down. All four vehicles took power plant damage and we all had to check for vehicular fire. Each of us lost a car because of fire! I angled two of my surviving cars against one of the survivors and did minimal damage while taking a lot stray hits. Our SMG armed pedestrians left their flaming wrecks after taking a point or two of fire damage to their body armor. They braced themselves against the arena walls and fired at enemy vehicles. These were essentially free shots doing a point or two of damage– the peds weren’t worth targeting if an actual car was in arc. (My opponent said several times that he actually felt safer out of his car!)
My pink Killer Kart (the one that scored the first lucky kill) hurtled across the arena and took a point blank shot at the enemy vehicle that had been pinned early on in the game. A point blank hit through the side resulted in another vehicular fire. The single point of fire damage at the end of the turn was enough to knock the driver unconscious. We agreed that the driver had somehow managed to throw himself out of the car even though it didn’t make much sense. Other than him, the event was fairly safe. (Playing some of those overlooked rules makes for amateur night events with much higher survival rates.)
This left three vehicles on my team to take down the remaining car. A lucky shot by even the pedestrians could kill one my cars, though, so we still had to carefully play out each phase for a few more seconds. I regrouped and repositioned for the final shots. The yellow Killer Kart that had gotten tangled up in the low speed dog fight got the lucky shot that knocked the last driver unconscious. This would be the only kill that was not caused by vehicular fire.
The rules changes had a tremendous effect on the game. We’d agreed not to reset handling tracks each turn. This eliminated the annoying D6-right-angle-maneuver-every-single-second approach that we’d seen in our second Amateur Night event last session. We also drove slower– and as a result, no one died due to a wipe out on the crash table. Any time we did an extreme maneuver, we had to go straight for a full second afterwards in order to get back in full control. This leads to combats that are less like a WWI dog fight and more like a series of high stakes “jousting” engagements.
The other big rules change was to play the 1 in 3 chance of vehicular fire each time the power plants took machine gun or submachine gun damage. This ruling would obscure all other tactics in the game. At the same time, it actually increased the chances of the duelists to survive the event. If your car caught fire, you simply got out of your car. This led to many a pedestrian picking up a prestige bonus even after effectively being taken out of the game.
There were a few minor rules that we still managed to mess up this time. We were probably adding back the reflex bonus to handling status each turn when we should only have been adding back the HC of the cars. Also, it’s -2 to hit the side of a vehicle when you’re not in that side’s arc. (We’d been playing just a minus one penalty.) Finally, to prevent the argumentative simultaneous action type arguments like the one we had this game, we should move vehicles going the same speed in the order of their reflex roll results– with ties being broken before the beginning of the event. (Oh yeah, and we need to fix that infamous missing column five on our speed/range chart.)
The only tweaks I’d suggest for the next game would be to possibly a) Move the useless top and under Killer Kart armor to the vulnerable sides, b) Give the drivers the use of a portable fire extinguisher (along with their BA and SMG) for the duration of the event, c) Use a larger and asymmetrical two map-sheet sized custom arena, and/or d) Possibly switch the ammo to just ten shots of high density rounds. We should also comb back through the Compendium 2e for any other obscure rules that we should try to remember. We should test out the entire set of rules one more time… and then we should lock it all down for the next four duels. These radical changes from one game to the next have to stop!
We are steadily moving our game to a more-or-less “by the book” Compendium 2e approach. The only real difference is that we’re using a GURPS style combined speed/range modifier. (We feel that the official 2e rules for this give way too much of a bonus for high speeds. Our rules give more of a flavor like the original pocket box rules: -1 per full four inches (more or less) but with an extra -1 or -2 due to higher speeds. The biggest difference in the new rules is that you don’t always get a sure hit anymore on those point blank shots– unless your target is a “turtle”….) The only house-rule that came up for discussion during this game was to change the d6 roll to check for fires to a 2d6 roll with different targets for each weapon in the game: MG’s should be less effective than 33% and should certainly be less effective in starting power plant fires than, say, an RR. Also, Lasers should be less effective than flame throwers.
Here’s the results for my four winning characters which all have base level skills in Driver, Gunner, and Handgunner:
“Green”– Elroy McKnightridge
Prestige: 3
Gunner Skill Points: 1
Handgunner Skill Points: 1
Notes: 3/7/08 Amex Proving Grounds (KK)– Vehicle caught fire after two high speed passes against enemy Killer Karts.
“Yellow”– Arnold Schlamer
Prestige: 5
Kills: 1
Driver Skill Points: 1
Gunner Skill Points: 2
Handgunner Skill Points: 1
Vehicle: Killer Kart with 1 hit to power plant, 1 hit to front armor, 1 hit to right armor, and 2 hits to left armor.
Salvage: Killer Kart with 2 DP left on MG, 1 DP left on power plant, and no front, left, or right armor left.
Notes: 3/7/08 Amex Proving Grounds (KK)– Through devious rules lawyering and general sliminess, Arnold managed to “pin” an enemy Killer Kart. He effectively got two free shots at his opponent, even though it was a teammate the put in the killing blow. Arnold did however get the final lucky shot in that ended the event.
“Blue”– Buck Lescynski
Prestige: 5
Kills: 1
Driver Skill Points: 1
Gunner Skill Points: 2
Vehicle: Killer Kart with 3 hits to power plant, 14 shots left in MG, 2 hits to right armor, and 3 hits to left armor.
Notes: 3/7/08 Amex Proving Grounds (KK)– Buck set an opponent on fire during his second pass in the event. He failed to get any decisive hits in for the rest of the event.
“Pink”– Marla Zuckerton
Prestige: 7
Kills: 2
Gunner Skill Points: 3
Vehicle: Killer Kart with 12 shots left in MG, 3 hits to front armor, 1 hit to right armor, and 2 hits to left armor.
Notes: 3/7/08 Amex Proving Grounds (KK)– Scored first blood in the event by setting an opposing car on fire with a lucky shot. Crossed the arena at high speeds to nab a kill out from under her teammate, Arnold Schlamer.
“I want a pink car!”
March 5, 2008
I ran across a find at the used book store recently: GURPS Autoduel first edition in pretty good condition for five bucks. It even had the counter sheet intact on the back cover flap! It’s got a few standard Car Wars counters, some cardboard heroes, and a bizarre couple of six inch GURPS scale car counters. Alas, it did not contain the insert that has a map of Autoduel America and the unusual scenario premise that explains the origins of the grain blight.
My 4 year old son spent a while looking at the beautiful Denis Loubet cover. The next day, the family was discussing what kind of car we should buy. “I want a pink car!” he exclaimed. This color choice surprised me… until he clarified. “I want a pink car with a flamethrower on the back!”
My first exposure to Dungeons and Dragons came while I was in elementary school. I was in a YMCA type summer camp and a Dungeon Master guy was there. He was a few years older than me and had the hard cover
We were so young, we didn’t really understand the stuff we were buying. We just thought they were cool. We got a lot of play value out of computer games like Zork, Ultima, and the Bard’s Tale. Choose-your-own-Adventure books like
But the people that really got into it? I remember this little kid in my scout troop. He got hooked on D&D in a scary way. Bought literally everything for the game and had it in some sort of little shrine. He’d do completely random frightening stuff on camping trips… and as he got older, he got into drugs. I remember seeing him shuffling around down town, completely toasted out of his brain and with some doped up hippy-looking chick hanging off his arm. D&D was the thing he’d latched onto just as he’d begun his downward spiral into self destruction.
I guess that after a lifetime of being influenced by Gary Gygax, I just have to look back and laugh at myself a little. We spent so little time playing D&D and spent so much time tinkering with it. We got a real kick out of criticizing the rules, breaking the balance of the game, and making fun of the premise. We thought the whole class/level thing was stupid, and spent immense efforts searching for the “right” way to model character development. And then, when we finally got around to actually playing these sorts of games as young adults, we soon realized that the simple rules and cliché driven themes were actually a big part of what made “real” gaming work. I don’t know. Being a gamer… even if you don’t actually play Dungeons and Dragons… a lot of what you do is to “fix”, refine, or extend what Gary Gygax helped create. And even if you’re not involved with role playing in general, a lot of game design is about taking some aspect of the D&D phenomenon and making it accessible to a new or different cross section of people.
I guess I feel out of sync with regular people because they have absolutely concept of this gaming subculture I spend so much time getting wrapped up in. I feel out of sync with the people praising Gygax because the reality of it was that things didn’t quite play out the way they should have… and those hard back books mostly stayed on the shelf instead of on the gaming table. (I think we were about six years too late to unselfconsciously enjoy the phenomenon.) And I feel out of sync with Massively Multiplayer Online crowd because even though what they do looks really similar to D&D on the surface, I still feel they’re missing the most critical aspects of the game. (They’re missing out on, among other things, the ability of the players to define and redefine rules… and they’re missing the collaborative and improvisatory aspects.)