![](images/cars.jpg)
05-27-01
HADES
plays its first 9x duel. The Havoc (left) versus the Defiant (right)
in a one-on-one Division 30 exhibition.
This
match was mainly to work out the bugs of adapting CarWars to a larger
scale. My backyard was the battlefield. Both cars started roughly
40 feet apart. No weapons fire occurred until the third turn when
the Defiant cut loose with all five MGs. Neither driver could accurately
judge distance at the larger scale and the shots all missed. Both
cars fired on the fourth turn, with the Havoc's HMGs answering the
Defiant's MGs. The Defiant's stripped 22 points of armor from the
Havoc's front, while the Havoc's HMGs only took eight points off
the Defiant's front. Both cars accelerated on the fifth turn as
the distance between the cars diminished rapidly. The Defiant lost
twenty more points of armor, while chipping thirteen points from
the Havoc's front. The Havoc lost ten points of right side armor
to the Defiants turret MGs as the cars passed each other.
![](images/turn3.jpg)
The
Havoc screamed around in a tight bend to bring its guns to bear
on the Defiant. The Defiant was still recovering handling points
and eased into a gentle turn to line up another pass. Both cars
swung around for a head-on firefight. The Havoc lost another 13
points of front armor before chewing through the Defiant's front
MGs and two-thirds of the drivers IBA. The Defiant's driver quickly
shut off his plant and radioed his surrender.
![](images/turn6.jpg)
Lessons
learned:
Lets
look at the designs.
Havoc:
Sedan w/CA frame, Large Plant w/SCs, Driver, PR Radials, 5xHMGs
(blow-thru concealed) front, SD rear, HR SWC, 217 pts plastic armor.
Defiant:
Sedan, Large plant w/PCs, Driver, Solid Tires, 3xMGs front, 2xMGs
in 2-sp turret (all loaded with 15 rds. HD ammo), Imp. Fire Ext.,
HD Brakes, HD Shocks, HR Comp, 180 points sloped plastic armor.
Average
Damage: Havoc: 10D-10. Defiant: 5D+5.
The Havoc's HMGs have an average damage of 5, while the Defiant's
HD-loaded MGs have an average damage of 4.5. If the Havoc had carried
10 rounds of HD ammo per gun instead of 20 rounds of standard, the
game would have ended much sooner. If the Defiant had carried Incindiary
ammo, the Havoc would most likely have been on fire by turn 4.
Both
cars had acceleration 5, with similar top speeds (Havoc 95, Defiant
90). The Havoc had a slight edge on handling with radial tires to
the Defiant's solids.
The
biggest difference in armor protection came from the Defiant's need
for heavier top armor to protect the turret. Given that the turret
guns were only used to fire outside the front arc one time, the
weght, space and cost of the turrent could have been better spent
elsewhere.
The
Havoc is designed for fighter-style tactics. In an arena with multiple
opponents, the driver would be forced to turn constantly to keep
targets in his sights. The CA frame also makes rams a suicidal move.
Nine-scale
observations:
Long-range
weapons will be appearing more often, as the larger battlefield
makes RGMs and WGMs viable weapons.
We
need to convert the range charts to nine-scale to make range calculation
easier. We measured the distance between the cars in inches, then
divided the distance by 9 and used the regular charts this time.
The
increased scale and freedom of movement made the game much more
fun than the usual paper maps and counters. No worrying about bumping
the table or curious housecats.
The
material presented here is my original creation, intended for use
with the Car Wars
system from Steve Jackson Games.
This material is not official and is not endorsed by Steve
Jackson Games. Car
Wars is a registered trademark of Steve
Jackson Games. All rights are reserved by SJ
Games. This material is used here in accordance with the SJ
Games online policy.
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