Monday, June 24, 2013

T1P2 - movement correction


A quick correction while we're waiting... Jeff had told me D5 left and I had that noted (even to the point of noting -5 during combat) but moved and logged him as straight.

The map & zoom below are correct...



T1P2 - movement concluded

Billy moves straight
Rene makes a D3 right bend
Roger moves straight
Travis moves straight
Joseph moves straight

Combat

I need instructions from


Rick
Jeff
Rene
Roger
Travis
Joseph






Sunday, June 23, 2013

2P1 - movement begins

Rick moves straight
Peter moves straight
Jeff moves straight

I need movement from Rene...






T1P1 - combat

Turn 1 Phase 1
Combat
None

Turn 1 Phase 2
I need movement or deferment from -

Rick
Peter


Saturday, June 22, 2013

T1P1 - movement concluded


Billy makes a D4 right bend.
Rene moves straight.
Roger moves straight and also sent me a custom counter to use, so I replaced his old one.
Travis moves straight.
Joseph moves straight.


Combat

I need instructions from 
Rick
Jeff
Rene






Wednesday, June 19, 2013

T1P1 - Movement begins

Rick makes a D4 right bend
Peter moves straight
Jeff moves straight

I need movement from:

Billy
Rene
Roger
Travis




Tuesday, June 18, 2013

Turn 1 Phase 1

no points awarded as everyone is at 40 mph - everyone has zero points

Rick, Peter & Jeff have the same reflex and will move first or defer


Billy, Rene, Roger, Travis & Joseph each have the same lower reflex

I need Phase 1 movement (or desire to defer) from Rick, Peter & Jeff

24 hour clock starts now - if you see a problem with a walkaround please let me know ASAP

Good luck to all of you, and most of all have fun!


Corrected Walkaround

A correction - I forgot to include Joseph's ramplate...


Gate 1 - Rick - Swiss Time Expiration - Luxury, Sloped, Gas Engine, Driver & Gunner, 4 Tires, Energy Weapon Front, Rocket Front, Dischargers Back, Left, Right, Front, Spoiler & Airdam, Hubs Front, Guards Back

Gate 2 - Peter - D40 Lux - Luxury, Sloped & Streamlined, Gas Engine, Driver only, 4 Racing Slicks, Dischargers Left, Right Back, Spoiler & Airdam, Hubs Front, Guards Back, Ramplate

Gate 3 - Billy - Muncher - Luxury, Electric PP, Driver & Gunner, 4 Tires, Energy Weapon in Turret, 2 Small Bore Left, Dropped Solid Back

Gate 4 - Rene - Vivica - Sedan, Electric PP, Driver only, 4 Tires, Small Bore Front, Dropped Solid Back, Dropped Liquid Back, Dischargers Front, Back, Spoiler & Airdam, Hubs Front, Guards Back

Gate 5 - Roger - Carnivore - Luxury, Sloped, Electric PP, Driver only, 4 Tires, Dropped Liquid Back, Spoiler & Airdam, Ramplate, Hubs Front, Guards Back

Gate 6 - Jeff - BOOP! - Luxury, Gas Engine, Driver Johnnee Haddees, Gunner Draconia Haddees, 4 Tires, 3 Rockets Front, Rocket in Top EWP, 2 Dischargers Left, 2 Dischargers Right, Hubs Front, Guards Back

Gate 7 - Travis - The Monsoon - Luxury, Sloped, Electric PP, Driver only, 4 Tires, 2 Small Bore Front,  Discharger Front, Back, 2 Left, 2 Right, 2 Top, 2 Under, Spoiler & Airdam, Hubs Front and Back, Guards Back

Gate 8 - Joseph - NNN - Sedan, Sloped, Electric PP, Driver only, 4 Tires, Large Bore Left, Dischargers Front, Back, 2 Left, 2 Right, 2 Top, 2 Under, Spoiler & Airdam, Ramplate, Hubs Front and Back, Guards Back


Also - I have been asked to include a higher res pic. I haven't been able to come up with a way since the map is so large. Here are zoom views of each car. Will this work?









Initial Walkarounds

Gate 1 - Rick - Swiss Time Expiration - Luxury, Sloped, Gas Engine, Driver & Gunner, 4 Tires, Energy Weapon Front, Rocket Front, Dischargers Back, Left, Right, Front, Spoiler & Airdam, Hubs Front, Guards Back

Gate 2 - Peter - D40 Lux - Luxury, Sloped & Streamlined, Gas Engine, Driver only, 4 Racing Slicks, Dischargers Left, Right Back, Spoiler & Airdam, Hubs Front, Guards Back, Ramplate

Gate 3 - Billy - Muncher - Luxury, Electric PP, Driver & Gunner, 4 Tires, Energy Weapon in Turret, 2 Small Bore Left, Dropped Solid Back

Gate 4 - Rene - Vivica - Sedan, Electric PP, Driver only, 4 Tires, Small Bore Front, Dropped Solid Back, Dropped Liquid Back, Dischargers Front, Back, Spoiler & Airdam, Hubs Front, Guards Back

Gate 5 - Roger - Carnivore - Luxury, Sloped, Electric PP, Driver only, 4 Tires, Dropped Liquid Back, Spoiler & Airdam, Ramplate, Hubs Front, Guards Back

Gate 6 - Jeff - BOOP! - Luxury, Gas Engine, Driver Johnnee Haddees, Gunner Draconia Haddees, 4 Tires, 3 Rockets Front, Rocket in Top EWP, 2 Dischargers Left, 2 Dischargers Right, Hubs Front, Guards Back

Gate 7 - Travis - The Monsoon - Luxury, Sloped, Electric PP, Driver only, 4 Tires, 2 Small Bore Front,  Discharger Front, Back, 2 Left, 2 Right, 2 Top, 2 Under, Spoiler & Airdam, Hubs Front and Back, Guards Back

Gate 8 - Joseph - NNN - Sedan, Sloped, Electric PP, Driver only, 4 Tires, Large Bore Left, Dischargers Front, Back, 2 Left, 2 Right, 2 Top, 2 Under, Spoiler & Airdam, Hubs Front and Back, Guards Back


About to start!

All designs are in and ready. Waiting on skills from the last submission.

Meanwhile I'm going to roll randomly for gates and get the map laid out...

So gentlemen, start your engines and charge your conductors...


Monday, June 17, 2013

waiting on one...

All designs are in. I have ONE entry that has some "issues" we are working through, then I'll get random gates assigned and walkarounds posted.


Saturday, June 15, 2013

designs are in

I still have the last two to check, but they are in. Assuming they are good, I will roll randomly for gate position and post the starting map.

Remember, everyone will start at 40 and points will begin immediately (zero points for going 40).


Monday, June 10, 2013

update for those watching this page...

If you're watching this page, just thought I'd let you know I have 4 good designs and one with some issues. Still waiting to hear from the other three...

Design deadlines are less than 12 hours away, so this page should get busy very quickly. :-)


Tuesday, June 4, 2013

design spreadsheet

Here's the current version of the MADHAT Spreadsheet.

Thanks to Chris Johnson for starting this and thanks to Curt Lindmark for continuing with updates!

Please note that it does some things that I as a referee ignore... It figures HC based on spoiler/airdam and driver skill. It also figures to-hit rolls based on computer and gunner skill. The notes in my games ignore these "figured" values and uses true values with manual modifiers. Again - just a heads up. :-)

https://docs.google.com/open?id=0B1DON3zCNlIpTmhWbTR4TlJZTjA

A couple of other links...


The Car Wars Compendium version 2 5th printing is now available from e23 -

http://e23.sjgames.com/item.html?id=SJG30-7142

The FAQ is publicly viewable on Google Docs. It's big, so unless you just want to read EVERYTHING about Car Wars that a ref like me has & does, feel free to skim it and/or search. :-)

https://docs.google.com/open?id=0B1DON3zCNlIpeHZtVW5CVWxLT0k



Monday, June 3, 2013

map is being prepared...

I just purchased the Expansion Set 5 - Double Arena from e23. It was only $2.99 and has a PDF of the maps as well as the rules sheet, counters, etc. A steal, if you ask me...

I have never, nor do I ever plan to, charged for my games. If anyone would like to donate to help pay for the costs of these maps please feel free to do so. My PayPal address is jimmylogan0916@gmail.com

I do NOT want anyone to feel obligated, but if you'd like to do so please feel free.

That being said - here's the map...


There are a few things I need to point out... The scale is not 100% with my counters, so I will be playing around with it to make it correct. 

There ARE grid lines and they will remain. That means as obstacles and debris are created they will line up with the grids and "even out" will be a valid instruction. 

Also, the white line between the top and bottom half are where the pdf layers are not perfect. If you look at the pages for the other "side" of the map you'll see bleed through. It's about as close to playing with the paper as you can get...

Here's the write up from the expansion notes...

The Dumbarton Slalom Arena (called the "Dumbbell" by fans everywhere) was built in 2032, and became an instant hit. Its unique shape allows a supremely dangerous combination of auto racing, destruction derby, and autoduelling. As a result, almost all Dumbarton events are nationally televised. Because the arena's 900-foot length allows very high speeds, more drivers are lost to collisions than to opposing fire. Nevertheless, publicity and high prizes keep the Dumbarton waiting list a long one.

And here's the pertinent info for this event...

Pylons. The two darker-gray squares in each arena section show the normal location of the pylons — huge concrete cubes, 15' on a side, that are used as obstacles during most events. No amount of damage will remove (or even shift) a pylon.


Choke Points. This is the drivers' term for the twin 15-foot passageways between the arena sections. To complete the Dumbarton course, a driver must make it through these narrow passageways, at high speed, under fire. Command of the choke points can spell the difference between defeat and victory — and a wreck blocking a choke point can turn a "routine" event into a madhouse. 

Please note that this is NOT a normal course, so you don't have to even use these. If you're going fast enough, though, you probably will want to...

TV Bunkers. There are three bunkers — one separating each pair of arena sections. Tunnels connect the bunkers with the closest safety areas; each bunker also has two "bolthole" doors to the arena floor. The bunker walls are 71⁄2 ' thick, and have 100 DP — thus, they are unlikely to be breached. This is lucky for the TV crews, since vehicles that miss a choke point are likely to slam into the bunker.

Gates. Each arena section has four gates, for a total of 16 in the whole arena. The two gates at each end of the arena lead to the pits; other gates lead to safety areas. All gates are giant "crash doors," made of heavy steel plate. They are normally closed, but will open if struck by a vehicle (or a running man). Any vehicle hitting the gates will take damage as from a 10 DP obstacle and undergo a D2 hazard. However, the gates will open and let the car through. This is the customary escape route from the arena, and it is against arena rules to fight within, or even fire into, the pits or safety areas. The gate doors are heavy enough to stop (or detonate) weapons fire. If the gates are deliberately attacked, they have 20 DP.

The thing to note for this event is that these are the gates that will be used for entry. If a car leaves via a gate they are not disqualified, but they are not able to score any more points. Leaving on purpose or by accident will be treated the same.

Arena Wall. This is about 20 feet high and has 60 DP.



This event will consist of 8 players. The two gates at the southern most end of the track will be for cars 1 and 2. They will enter heading Northeast and Northwest. The other two gates in that area will NOT be entry points, but can still be used to exit the arena.

Cars 3 & 4 will enter through the southern gates in the next area. 5 & 6 the next southern pair of gates. 7 & 8 via the southern gates in the "top" section.

Everyone will enter at 40 mph. You will gain or lose points each turn based on this table -

At the beginning of movement each Phase 1
32.5 mph to 47.5 mph     no change in points

50 mph - 57.5 mph          +1 point

60 mph - 67.5 mph          +2 points
70 mph - 77.5 mph          +3 points
80 mph - 87.5 mph          +4 points
90 mph - 97.5 mph          +5 points

100 mph - 107.5 mph      +6 points
110 mph - 117.5 mph      +7 points
120 mph - 127.5 mph      +8 points
130 mph - 137.5 mph      +9 points
140 mph - 147.5 mph      +10 points
150 mph - 157.5 mph      +11 points

22.5 mph to 30 mph         -1 point

12.5 mph to 20 mph         -2 points

2.5 mph to 10 mph           -3 points
zero                                  -4 points

Normal points are also applied. If you score a mobility kill on someone it's 20 points. If you score a full kill on someone it's 40 points. If you score a full kill after they have been mobility killed it's 20 points.

You lose 20 for being mobility killed and you lose 40 total for being a full kill. Once you are "killed" you no longer gain or lose points for speed.

Cars are division 40. That is they are to cost $40,000 or less, including personal gear (Body Armor or Personal Fire Extinguishers). You can have one or two crew and each crew member has 40 skill points to spend however they would like. 

Car designs are now officially requested (we are almost to the end of MH39 and the map is official now). I will give everyone one full week to turn in a design. If you have not turned something in or at least let me know of an issue, you will be bumped to the next event. If you choose to be bumped from this one, let me know and I'll put you at the top of the list for MH41. (this event is not a "standard dual" so I know some people may not be interested - no hard feelings)

Designs are due to me no later than 2 am June 11 - Central time. If you have questions please let me know.

The eight players are - 

Billy H 
Leon Adrian 
Rick Cross 
Rene Louviere 
John Christensen 
Jeff Rakow 
Roger Bell_West 
Peter 

Gates will be assigned randomly when walkarounds are posted.

Good luck! And have fun!




Sunday, June 2, 2013

unintentional break


Hey guys - took an unintentional break from Car Wars for a bit... About to process what I have for MH39 and do a little looking for a map for MH40...