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PostPosted: Tue Mar 07, 2017 4:29 pm 
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Lieutenant, JG
Lieutenant, JG

Joined: Thu Mar 10, 2016 8:59 pm
Posts: 145
A ground vehicle gets 1 free additional MP if it moves on paved hex(es). I think I noticed that real life ground vehicles can move way faster on paved flat terrain (such as an interstate or highway or road or street or avenue or freeway), but ground vehicles move slower on grassy (plain) flat terrain. My recommendation: allow any ground vehicle, that moves on paved hex(es) during any movement phase, to get 1 free additional MP per each paved hex it moves on during said movement phase, but must roll for brakes critical hit if, in said movement phase, said ground vehicle deaccelerates two or more movement levels like from overdrive to cruise, or flank to stationary, or cruise to immobile (parked) if said ground vehicle doesn't use anti-lock brakes; or if said ground vehicle does use anti-lock brakes, then driving skill roll must be made to avoid colliding with unit(s) or terrain (such as a hill or building) with its attacker movement modifier(s) it had while braking (doubled if braking on black ice, see Tactical Operations rules regarding black ice on pavement) added to driving base to-hit number in addition to all other applicable modifiers. See below link for chip's alternative conventional vehicle critical hits table that has a brakes critical hit. http://www.wargamerau.com/forum/index.p ... 71830&st=0
What do you each think about above text?

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Any rules ideas that I post for BT aren't official unless an up to date BT rulesbook declares otherwise. You might have to wait at least a fortnight for me to reply because I'm usually very active. I won't discuss real life politics or religion on any of these forum(s), but my favorite color is yellow like my skin color (hint).


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