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<blockquote data-quote="ledded" data-source="post: 1745451" data-attributes="member: 12744"><p>Cool, I hope you've enjoyed it. It's not exactly straight WWII, but a fun game nonetheless.</p><p> </p><p> </p><p> </p><p>For the most part, I think you did a *very* good job with it. I haven't actually seen any other WW2 source that had at least put in the research for vehicles like you did.</p><p> </p><p>I did house rule a few things here and there, like making a quick-n-dirty mechanic for handling differing armor thickness/angles of attack for tanks, different ways to overcome armor, and also providing a mechanism for scoring a 'crit' on a vehicle. Along with a huge does of HoE, it has worked out very well so far, and the players have liked the feel of it. </p><p> </p><p>And I'll say this... when I first read HoE and how it departed somewhat from d20 Modern's view of hardness/hp of vehicles, I went and researched a few of the tanks that I was most interested in. When I did what I thought were fairly decent representations of the physics involved, using a bunch of different calculations and whatnot, I compared them to what was in HoE and got very similar answers. Doh. Talk about trying to reinvent the wheel when you already own one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p> </p><p>Though, if you are going to do a refresher of the product sometime, some more detail on the various and sundry halftracks appearing during the era would be nice (hint hint) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p> </p><p> </p><p>Like I stated above, I found using a simple system for the GM to determine where a particular attack strikes a tank, you can work that out easily. For my players, they immediately started attempting to do things like ambushing from the rear, or finding ways to get under the shurtzen, etc to take out tanks after the first few times they took a Panzer IV or Tiger head on and merely 'plinked' it. </p><p> </p><p>I also wouldnt get *too* worked up on staying exactly true to the intention of d20 Modern when doing something WW2; the methodology and intention of the designers, IMO, does not always lend itself well to trying to run 'realistic' WW2 campaign. It's just too RL physics intensive. It can be done however. Many of our encounters, especially those involving armor, have gone eerily similar to how you would have expected them to go during the period, and reflected fairly well in the mountain of anecdotes I've accumulated for WW2. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ledded, post: 1745451, member: 12744"] Cool, I hope you've enjoyed it. It's not exactly straight WWII, but a fun game nonetheless. For the most part, I think you did a *very* good job with it. I haven't actually seen any other WW2 source that had at least put in the research for vehicles like you did. I did house rule a few things here and there, like making a quick-n-dirty mechanic for handling differing armor thickness/angles of attack for tanks, different ways to overcome armor, and also providing a mechanism for scoring a 'crit' on a vehicle. Along with a huge does of HoE, it has worked out very well so far, and the players have liked the feel of it. And I'll say this... when I first read HoE and how it departed somewhat from d20 Modern's view of hardness/hp of vehicles, I went and researched a few of the tanks that I was most interested in. When I did what I thought were fairly decent representations of the physics involved, using a bunch of different calculations and whatnot, I compared them to what was in HoE and got very similar answers. Doh. Talk about trying to reinvent the wheel when you already own one. :confused: :lol: Though, if you are going to do a refresher of the product sometime, some more detail on the various and sundry halftracks appearing during the era would be nice (hint hint) ;) Like I stated above, I found using a simple system for the GM to determine where a particular attack strikes a tank, you can work that out easily. For my players, they immediately started attempting to do things like ambushing from the rear, or finding ways to get under the shurtzen, etc to take out tanks after the first few times they took a Panzer IV or Tiger head on and merely 'plinked' it. I also wouldnt get *too* worked up on staying exactly true to the intention of d20 Modern when doing something WW2; the methodology and intention of the designers, IMO, does not always lend itself well to trying to run 'realistic' WW2 campaign. It's just too RL physics intensive. It can be done however. Many of our encounters, especially those involving armor, have gone eerily similar to how you would have expected them to go during the period, and reflected fairly well in the mountain of anecdotes I've accumulated for WW2. :) [/QUOTE]
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