I actually sat down and read
through the whole CW5 rules today for the first
time. There were a few surprises for me.
I was confused by the way the ramcar pivots in a
T-bone collision. If it rams the rear half of a
car, it actually pivots into the collision. I
suppose this is because the ramcar's front is
being pulled along by the car it hit.
Another surprise was the bootlegger's reverse
rules, and how difficult they've made this
maneuver. I was trying to think of situations in
which it would be good to a bootlegger, and
couldn't think of many. It's a D7 hazard, it hurts
your tires, it drops your speed to 0, and it takes
you two turns if you're going above 40 mph; one
turn to drop your speed to 40 and then another
turn to do the bootlegger, since you can't start
one unless you were at 40 at the start of the
turn. In those same two turns, you could just do
two D5 bends and get turned around without losing
any speed, without hurting your tires, and without
a whole lot more hazard. I thought maybe the
bootlegger would be handy for turning sideways to
fire at a car that you're passing, but you can't
aim a weapon while doing one. I guess it might be
good if you were being tailed, and your big weapon
was on the front of your car. Personally, I think
it would make more sense to say that you can
decelerate to 40 and do a bootlegger in the same
turn, just at the additional low handling. As it
stands, you have to have the foresight to know, a
good 16 inches ahead of time, where you want your
bootlegger to end.
I think Adam and I misinterpreted the deceleration
rules when we played last. Since the rules say,
"As soon as deceleration is announced, the
handling status is reduced immediately and a
control check is made at the original
speed," we took that to mean that you took the
hazard for decelerating, and you subtracted that
from your handling at the end of the previous turn
to decide whether or not you were possibly going
to lose control. This made it very hard to
decelerate. You had to drive carefully for a full
turn in order to have enough handling left at the
end to survive the deceleration, and then you had
to drive with the hazard from the deceleration for
the next turn. It essentially made deceleration a
2-turn operation.
On re-reading, though, I think what the rules
actually mean is that you reset your handling at
the start of the turn, then you apply the hazard
from the deceleration, and decide, based on the
original speed, whether you have to make a control
check. Then you continue on at your new, lower,
speed, with the hazard for the deceleration
subtracted. So, your deceleration is not affected
by how many maneuvers you made the previous turn,
but it is affected by your speed in the previous
turn. And, of course, any maneuvers you make in
that same turn are affected by the fact that you
decelerated.
A new thing for me was the rules about people
being able to fire, even while they're in the car.
Sure, they don't do much damage and they're at a
-3 to hit, but still, if you only have
front-mounted weapons then it still may behoove
you on occasion to have your driver fire his
handgun or lob a grenade at a passing car. Every
little chance to blow out a tire helps. Though of
course, you do have to decide beforehand that your
driver and/or gunner will be carrying personal
arms.
Another surprise was how hard it is to go into a
roll. I'd been fearing high-speed maneuvers
because of the possibility of going into a roll,
which will make your car tumble over and land on
its side or top, unmoveable, unless you were going
40, 80, or 120 mph, in which case it'll land
right-side up (if you've got an ultra-low profile
you're also safe at 30, 70, and 110). I don't mind
so much taking damage to the armor on all the
sides, but having your car stop on its side or its
top essentially means GAME OVER.
However, it turns out to be fairly tough to roll.
You have to fail a control check, and then roll 7
or greater on 1d6 + your speed's crash modifer,
and then you have to roll exactly 6 on a spin
roll. That's three rolls you have to fail. You can
get the first two rolls to be pretty bad by doing
tight maneuvers at high speed, but it's still only
ever going to be a 1/6 chance on the skid roll.
So with rolls out of the way, the big danger from
loss of control is collisions. That's still a
substantial, but one which is potentially
survivable. With this knowledge, I might be a
little more daring in how I maneuver my car. Just
throw a whole bunch of armor on the sides and you
can handle skidding into the wall now and then.
I'm still undecided about how to modify the ram
rules. Heavy ramplates and structural mods make
ramming a very safe way to deal out lots of damage
with little risk. At 60 mph you'll do an average
of 33 points of damage, and take 0 points of
damage. That's about the same as being hit 3 times
with a 3d6 weapon, except that ramcars don't take
nearly the same penalty in amount of armor they
can carry as cars with 3d6 weapons on them do.
One possibility to rebalance this would be to
reduce or remove the damage reduction from
ramplates and structural reinforcement, especially
when a car has both of them.
In addition to this, I think it would be good to
make it harder to perform the Belanger maneuver.
That's how I refer to a particularly clever Car
Wars ramming maneuver I learned from a friend of
my brother, who loves to ram and has no fear of
high-speed maneuvers. In the Belanger, you
approach an enemy car as if you're going to try to
ram it head-on. The enemy driver, of course, sees
your hot ramcar coming towards him and speeds up.
Having the initiative, he then makes sure he's to
your side at the end of the turn, so that you
can't get your front in contact with his front,
and thinks he's safe. You then surprise him by
sidling up next to him and making a 75 or 90
degree turn at 60 or 70 mph, T-boning his car
(assuming you make the turn okay). It also works
when you're approaching another car from behind.
The only ways to avoid this maneuver are to
carefully angle and position your car so that all
the rammer can do is sideswipe you, or to go fast
enough that at the end of one phase your car is
too far away to hit, and at the end of the next
phase you're past the rammer. Otherwise, if your
car is anywhere within the rammer's range of
movement in a phase, you'll get T-boned.
Other types of ramming require some finesse in
maneuvering. If someone's trying to ram your car
from behind, you can step on the gas and try to
shake them, so it becomes a question of who can
maneuver better at high speed. If someone's trying
to T-bone you from a distance, you can see them
coming and veer away or otherwise make it hard. If
they're trying to hit you head-on, you can again
veer away, or you can speed up in order to get
past them without giving them a chance to hit you.
It actually takes some work to get someone else's
car into a position where you can ram it through
any of these methods. Plus, in a head-on
collision, the ramming car takes a big penalty by
being slowed down to 0.
But in the Belanger maneuver, you get the benefits
of a T-bone collision (speed reduction by 1/2
instead of full stop), and all that matters is
that the other driver ends their turn somewhere
near your car. It's not even that risky of a
maneuver; at 60mph a D5 turn in an HC-1 car will
require a control check of 5 or less. That's not
too bad, considering the payoff. Afterwards, you
take a big hazard because of the amount of damage
you do in the collision, but your speed gets
dropped by 1/2 and you check for control at the
new speed. Which means that, if you were going
slow enough to be able to make the D5 to go into
the ram in the first place, you'll almost never be
so low on handling that you'll risk catastrophic
loss of control after the Belanger maneuver.
Moreover, any loss of control from the collision
counts as a hazard rather than a failed maneuver,
so you only roll for fishtail, and there's no risk
of spinning or rolling.
I would increase the riskiness of the Belanger
maneuver by making two changes to the rules.
First, after a T-bone or a rear-end collision, I
would make the control check based on the car's
original speed rather than it's post-collision
speed. This is because the biggest hazard occurs
not after you've collided, but at the instant of
collision, when your car is pressing against
another moving car and you're still at high speed.
Second, I would make the control check for the
ramming car as a failed maneuver, rather than a
hazard. This means that it wouldn't just be a risk
of a fishtail (though that can be bad in a small
arena), but that you would also risk spins, tire
damage, and rolls. And that makes sense. When
you're making a tight turn at high speed, your
car's grip on the road is somewhat tenuous. Add
the destabilization of a collision, and it may be
enough to make the wheels lose contact, or make
the car tip over.
So, that's my suggested change to reduce the
viability of ramming as a strategy. I like
ramming, and it plays an important part in any
game about fighting with cars, but it's a problem
when it so over-powers all other strategies as to
make them pointless. The weapons should be the
main focus of Car Wars, otherwise it's just
demolition derby.
Also, maybe make it so that if you roll and wind
up on your side, you can turn your turret and fire
against the ground to shake your car enough to
wind up back on its tires.
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