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Two hour wargames 5150 review
Two hour wargames 5150 review













two hour wargames 5150 review

The Meson Gun also has a special rule called Particle Onslaught. Though its e-distance is only -6" from its range, while most weapons' E-distance is 1/2 the range. However, its effect gives +1 to the target dodge and -1 to its own damage. It has damage 6 (1/5 of the Plasma cannon), but also has the 2nd longest overall range in the game while having the longest engagement distance in the game. using the current calculation for cost, the Plasma cannon comes in at 17.7 points.Ĭompare that to the Meson gun. So if you fire the Plasma cannon at a target that is further than 6 inches but less than 12 inches away, the target gains a +2 to its dodge efforts. The Plasma Cannon's effect is that the target gets a +2 to its dodge. It has an above-average range of 12, and a comparable E-distance of 6. That is 3x the damage of the next most damage per shot in the game. It is by a wide range, the single most damaging weapon per shot in the game presently, having 30 damage per shot. Nominally, the higher the price of the cannon the more effective it is at destroying enemies. The cost is where I'm running into a bit of a question.

two hour wargames 5150 review

I have the entire thing built into a spreadsheet so it does the calculations for me.

  • Take the product from step 3 and multiply that by the number of shots (minus any negative shot modifiers from the effect).
  • That the Range, subtract the E-distance, subtract the calculated cost of the effect.
  • take the Dmg value, and add the calculated cost of the special effect if one is there.
  • hots: How many shots the cannon makes per attack.Įcial: any special effects the canon has. Beyond this distance, up to its ng, the weapon suffers some sort of negative effect.Įffect: What effect the weapon suffers if shot at a target beyond its E-distance. This is the maximum range that the weapon is regarded as maintaining its effectiveness. distance: the engagement distance of the weapon.

    two hour wargames 5150 review

    Mg: the damage the weapon inflicts per shot landed. Some break down of the stats for the weapons and what they mean: This way I can change values and not need to review the formula I'm using unless I want to change that. This is the sort of thing I much prefer having something like excel to do the work in. If the effect is a bonus to a reduction in the shooter's "to-hit" chances, take the number of the change, multiply it by. If the effect is a reduction in damage, take the number of the reduction, multiply it by 2, multiply that by the number of shots, multiple that by. 75 and then subtract that value from the cost of the cannon.

    two hour wargames 5150 review

    If the effect is a bonus to the targets dodge, take the amount of the change, multiply it by four, multiply that value by the number of shots, then multiple that by. Then subtract that value from the rest of the cost of the cannon. If the effect results in a change to the number of shots the weapon makes, take the number of shots lost, and multiply it by. The 'calculation of effect is a bit hard to spell out with the spreadsheet in front of you to reference. (Damage**2)+(Range-engagement distance * 1.25)+(Calculation of effect, see below) + (# of shots *2) + Cost of special ability. While for cannons, I'm presenting using the following system: 75)+(# of decoys * 5)+(# of flares ** 1)+(4*# of missiles per bay ** # of missile bays)+(10*# of torpedoes per bay * # of torpedo bays)+(Cost of single cannon * # of cannons)+Special ability. (Burn value * 2) + (turn value * 6) + (shields * 1.5)+(Hull points *. Right now I'm using the following system to calculate fighter cost:















    Two hour wargames 5150 review